@pmiller001 pmiller001 said: yes i tried that , but still i have to combine it into single mesh for substance painter , merging in zbrush did not helped .
hello everyone , i need help . problem is when i export high poly mesh from zbrush and import it in maya it makes extra seams on objects that are copied and mirrored , like the pics attached , any help regarding this problem ?
ok so i did retopology and made uvs will reproject details and hopefully will manage to get nice maps for it . i have made this a multi tiled uvs texture map . but exporting that map out of zbrush is a little tricky , if anyone have some work flow for it , that will be great help .
so finally i managed to work around substance painter and put some textures on it . please give your feedback . also legs look short again :( i will have to work on it and i how should i texture face in sp ? or should i do that in zbrush and import that map in here ?
I dont use objs. I get perfectly fine results using Fbx files. As for Painter, just use the fbx file. You dont need to change it to an obj for that. When youre exporting from zbrush btw, use the fbx export/import plugin. ITs VERY useful, especially for assigning materials by polygroups, for your mat id bake in painter.