I've only imported one .obj. The mesh is a combined object exported from maya. I don't understand why I'm getting all those additional poly groups? -- I was able to get the map to show on one mesh, I just re-imported my obj to maya and when exported deselected multiple groups. I am having another issue though, when I try…
Sorry about the absence, I had to walk away from it due to being pissed off at it. Here is my max import obj settings: This is the corrupted obj file. try to move around the parts in ur 3d app and ull start to see the gaping holes that headus uvlayout corrupted in the mesh. Everything was fine up until I got almost all the…
Yeah - there is really no reason for two highpoly parts receiving two different materials (say, rubber and chrome) to be merged into one object in your authoring scene. So if you take the habit of always assigning materials to your highpoly components (which is something you should always do anyways for the sake of…
What format you've exported your model? obj? If not, try obj as it works best, may also hast some pre-set settings to choose mudbox from a dropdown list. So I guess you actually added some control loops to your model and it still smooths it as it didn't have some? Tried the Turbosmooth modifier in max (or the program you…
Thanx polyhertz, I've made a silly mistake and didn't save a .ztl while working on this particular model and only was exporting obj after obj... silly I know now but I couldn't go to a lower subdivision because there was none =/. Gotta make it a habit to save a .ztl I thought when you go to close the app that it would…
Thanks Michaelf, that seems to have worked fine. Thanks, Gnoop. I tried that but it caused some issues with texture blurring in the later steps. My workflow ended up looking like this: Photoscan to ZBrush Workflow 1. Export model to .obj (.FBX export with textures works until the end when the textures appear to blur, so I…
Hi, I'm used negative scale geometry for my asset to UE5, but it's always inverting the normals for the left half. Which is weird because I used the left half as an original when modelling the vehicle. If anything it should be the right half that is failing, yet, it goes the opposite way. Any way... ... I've tried all the…
I'm having an issue when baking out a normal map from Xnormal. I could be completely off the mark here but in my Xnormal bake (top in the image) the colours/ feel I am seeing look like a world space normal map to me. I have it set to tangent in the normal map baking options. As you can see when displaying with the Xoliul…
Hi guys, I have a shading issue on my low poly model when imported into Marmoset. Along every seam in my uvs there are what appear like hard edges. If I export with normals checked in the obj exporter in 3ds max, the model looks fine along the uv seams but has all sorts of shading errors on random triangles throughout the…
Hey guys, I'm having trouble figuring out whats wrong with my character's face. Something seems off and I dont know what. Its really getting frustrating and I would really appreciate any help you guys can provide. Here is the only angle I think it looks even half way decent in: Btw, I'm an environment artist who has never…