One way to do it is with GoZ (or the GoB plugin for Blender) You have to jump through some hoops to get it working properly but that info is all on the web. If you are retopoing then sending a decimated version of the finished mesh to Blender is usually enough. 1/ Download GoB and activate it in Blender. 2/ Transfer a…
I meant mostly export in Blender , unwrap and go back. Last time I tried Road kill it had a taste of somehow outdated Blender version. BTW 3d coat can do so too. (straight quads unwrap) Not free but imo a best texture painting soft currently. Have a suspicion they also borrowed something from Blender. Not much similar but…
Update: I'm Trying to get comfortable with Blender at the moment before I go any further. Blender is much more complex than Maya but it's free and I'm broke.:)
oh and the obligatory blender question: how did you get around mirroring normals in the realtime view of blender? are you getting around it, or are you not mirroring any uv's?
Blender's .obj export script doubles the verticies dued. ;p export and then load it back in blender and you'll see it doubled i think Horrible 1st post hmm
lol I did the high poly in blender and then I did the detailing in zbrush. I built the low poly out of zbrush and the low poly was built in blender as well.
Hi everybody, I have been 3D modeling in Blender for a few months now. I recently started importing my models to ZBrush in order to make the "high poly version" for normal mapping. My workflow this far as been: Blender model low poly -> unwrap low poly -> export to ZBrush -> sculpt -> import to 2nd layer in Blender ->…