@DavidCruz : Thanks, I've got lots more to show from my weird trial-and-error! Yeahl Carbine Studios was one of those lofty dream jobs for me and Wildstar one of those few projects I'd love to contribute to sort of thing. So for purely selfish reasons I was sad to hear them go :/
Whack a subdivide modifier on the mesh in Blender. Switch on the subdivide and see what it does to the mesh. That is one way to check your geometry. You can also switch off double sided display to check if any faces are flipped. In Blender 2.79 you can switch the mesh check addon on and inspect your mesh for errors.
Today's progress, prepared the chest armor and the leather armor for print, added keys, thickness and checked each objects for errors, as a side note i'm really liking the booleans in zbrush, the produce very clean results compared to dynameshing objects together. Started to prep the arms and will finish them tomorrow…
Damn fine piece, I love how simple you kept it. Except for above mentioning the number counter, you seem to have smoothing errors in the corners on the square pieces surrounding the counter. It might be like that in the references, and if so ignore what I said, but if not it sticks out when viewing the model in 3d. But…
If you can't be bothered to clean up and retopologize the mesh, you can usually export a .fbx file and drag and drop it on to the resource compiler and it should work OK. The RC doesn't do error checks on .FBX files like the Maya plugin does, so it should always work unless you have spaces in the .FBX filename.
Still doesn't make complete sense to me, if there was some flickering error, a hue was off, or the spec of background item was too strong, it just makes sense to use them District 9 completely took advantage of layers and it looked photo real (just as good or better than avatar IMO) on a small budget but wasn't in 3D.
You can try this. I know its not very optimal but you get perfect round shape and you can scale up and down if you want the top to be more round or flat. Just use 3 turbosmoth and 3 spherify modifiers and you get the perfect shape without pinching errors. Here is a gif.
I am also having a similar problem. I have had many crashes and compatibility issues with CC 2015, but with some persistence (and frequent restarts of Photoshop) have been able to use Quixel Suite - but now it won't even start: no crash, no error, no process in Task Manager. I've already tried reinstalling twice.
It has uv , i have tried to put the alpha in photoshop on the uvmap but didnt work well because its long long trial and error from ps to zbrush all times and is not working , are uou sugesting to me to use the ivmaster flattening and sculpt on it ? The uv are pretty small on the iverall map couse are arranged with the…
Check your mode - nVidia's plugin will only accept RGB8 even if you're passing it greyscale to make a heightmap. Also if you have a blank area of an empty layer selected, that screws with so many tools in PS it's quite ridiculous for what is meant to be a professional tool. (mostly spouting "Program error" messages at…