You have two problems: adding a new piece of geometry to already rigged, vertex weighted and animated model is first one. Correct export of animation is second one. For the second one, Eric pointed you right. For the first one, attach new piece of geometry (pants) to already animated original model that is in it's 'Rest'…
I think there's a little confusion here - your low poly could be 500 triangles and look good with baked normal and texture. I'm guessing in baking, your source is not the 10mil high poly, but the 10k? Or you're not baking textures, but projecting polypaint? Polypaint in Zbrush is practically vertex color, and if you don't…
The edges where UV seams are could be split/hard /sharp since a game engine would split such edges anyway and edge vertex count will be doubled at such edges. Any other edges should be smooth/soft and making them hard where no UV seems are just makes extra redundant vertexes to calculate and troubles for normal map baking.…
Okay, so I've been working on my western environment road and I'm having a difficult time blending the road. Is there any easier way to go about this? I tried vertex painting, though I'm getting poor results...
EDIT: Get it now for free here! https://gumroad.com/l/vcolpush I started learning Max Creation Graph as a means to get the braided cables on my pump appear inflated, but not self intersect like they previously did. My custom Push modifier takes in vertex colors, in this case baked AO, and uses them as a weight on the push…
The faceting you see on your model is determined by your vertex normal configuration. If an edge looks sharp then they are considered hard normals. You might hear the term "smoothing split" thrown around, it's pretty much the same thing. If they aren't hard normals they are soft normals, also known as averaged normals.…
I'm having a hard time understanding how certain steps work when importing objects into ZBrush and how it detects changes made, and what options it gives me upon detecting those changes. What I would like to achieve is this: Create mirrored UVs for my lowest retopo'ed subdiv after I already detailed the highest subdiv…
Hello, I meet a problem that I'm unable to solve. I'm making simple beam and using some bevels on the edge to soften a bit the geometry. When I'm trying to tweak the normals to fix the shading, some are correctly done like I want and some other don't. They seems to have no reasons to behave like this. My current workflow…
I remember someone on here made a DDS file that had different rainbow colors for every mip map level and it helped a lot in deciding what your general texture resolution should be by considering the average view-distance your model would be viewed from. Like Rurouni said though, a lot of the time LODs are used to cut…
I still don't quite get it. I understand about polygon budget and all and the main reason most people say the fewer polygons/vertices used the better is because of the computer having to link less vertices up to make the model. What I am mainly focusing on is the shader. From what I know, the vertex shader calculates how…