it could be something like the obj exporter unwelding uvs on uv boarders, which would give seams, look into that? It may just be the app expecting something totally different than what zbrush bakes, you could try a quick test bake in XN and see if its any better. Also make sure you have your green channel flipped…
I get the same problem with that obj, a simple resave in modo fixes it however. You could try importing it into max and exporting again, or into a different app like maya or something if you have it. Some people have said turning on the "optimize" ticks has actually helped in max, so you can try that as well. It does seem…
There's no need to use Maya normal map bakes exclusively. Just take your default Max normal map back into Photoshop, go to the Channels tab (Window -> Channels), select the Green channel by itself (Ctrl+2), and invert it (Ctrl+I). GIMP can probably do the same thing as well if you don't have access to Photoshop. Then…
EarthQuake: Alright, thanks for the fast reply :) About the videocard, I'm using "Asus GeForce 8600GT". I've had some issues with Maya's viewport rendering, saying that the High Quality rendering mode is not supported by the graphics card. I'm not too good with these kind of things, so I'm not quite sure what the problem…
so what is the minimum pc specs required for this? I work on a Intel Xeon E5420 4 gig ram Quadro FX 1700 and i get the error it doesnt work properly on this system......... also when i do the stooge pluging for maya, i work on 2008 the maya80.mll doesnt work on it.. i can only load maya90.mll So why is this? And for the…
It's been quite awhile since I've used Maya. In Modo I just break my mesh apart into multiple mesh layers, then select them all at the same time and save/export as a single OBJ file. Once imported into Marmoset all the different parts of the mesh appear as separate mesh chunks which can each have their own material +…
Hi once again :) I managed to get Maya 2008 up and runnning once more on my old PC which means I can now use Stooge, hooray! However, no matter what I do, my turntable animation animates the skeleton, but the mesh itself is immobile. I checked "vertex skinning" and the mesh vanished. I check "simple vertex skinning" and…
You can load as many materials/mesh chunks as you want, essentially you could have 800 chunks, but as long as each of these chunks has only 1 UV map, it will load fine. Also marmoset supports 2 uv channels(2nd uv channel for lightmap) but OBJs do NOT support more than 2 uv channels. So you need to export directly from maya…
Thanks again, Ben. The problem was exactly in the mesh. Meshes exported from zbrush perfectly displayed in the Max, and vice versa. But in the Marmoset it shows a smoothing errors. I noticed that zbrush breaks UVs by polygons when exporting mesh, probably because of this I had a problem. After I exported same zbrush mesh…
it looks like some people have managed a cleaver workaround to render turnTables in marmoset editor. Apparently by useing the animation editor then capturing w/ Fraps. Can anybody share any of their success's in doing this? I would love to see how it turns out. I have to render out quite a few turnTables in the next couple…