Yeah the deal with hard edges tripped me out when I read that thread by EarthQuake, but he explained it really well. I'll have to do a lot of work to fix this model, so in the meantime I went to the bare basics of baking just to see if there is a software problem. Turns out there is an issue when I export the mesh as FBX…
Thanks again guys. This thread offers good info on 3D Printing but it can be a bit overwhelming too. http://www.zbrushcentral.com/zbc/showthread.php?t=57065&page=4&pp=15 What I do is as follows... Step 1 - Make sure your model has no open edges. I don't like the STL Check modifier myself. A quicker way is just switch to…
If I understand you right, you already can do that. By exporting separate meshes in one .OBJ file, DDO will recognize it like different meshes and create corresponding texture set for each mesh in .OBJ file.
I downloaded the project, And the obj-file is 0kb so It seems corrupt. Also the ID-file contain transparency as far as I can see, which causes issues. Could you re-upload the obj-file?
the new xnormal, supports polypainted obj's. just export the obj and bake base texture in xnormal. this is nice if you are baking normals anyway, its pretty fast and you can do all your bakes at once.
this is what you get if you turn on echo all commands in the script editor. { string $objs[] = `ls -sl -type transform -type geometryShape`;if (size($objs) > 0) { xform -cp; } manipPivot -rp -ro; }; manipMoveValues Move; toolPropertyShow; dR_updateToolSettings;
Ok, this one can be removed! I figured outt he problem. If anyone is curious, the reason this was acting this way was when I exported as OBJ I needed to select polygons and not quads in the OBJ export menu.. Something learned is something good.
Its odd that since I switched to Blender from max I have had none of these import/export problems I still use obj exporter and have never had a problem with re importing changes from Blender. (maya was fine for me too)max's obj exporter always seemed a bit wonky to me anyway and at some point zbrush started throwing errors…
IF you have an obj that crashes every time, could you send it over ? We still need to track down why some obj work perfectly fine while some other appear black or cause a crash.
1. export as .obj from Zbrush 2. import to blender(or whatever software you use) 3. smooth normals 4. export as .obj with an option to write normals in export. 5. import to Quixel, should work by now.