Hey guys, i've come across an issue in Max 2022(was previously using 2019). I have a mesh that has been triangulated for baking purposes but I want to duplicate a part and rotate it/mirror it to the opposite side. The issue is that when i rotate ANY part of the mesh, it turns black?? The faces look completely normal prior…
Thanks for the replies guys! I come from using XSI and I simply find it a bit odd that the Maya layers have partly the same functionality. It just seems like you would want to know which object a layer is on, as opposed to only knowing which meshes are in a layer. I really prefer Maya to XSI, but it seems odd that there is…
I am spawning meshes from a sphere, and to get the meshes face away from the initial location, I've set screen alignment mode to PSA_velocity (velocity is based on the position on the sphere where the particle spawned). This works just fine, but I cannot rotate the meshes unless I change the screen alignment mode to…
You're absolutely right BigtimeMaster, I indeed kinda missed the "all are as separate OBJ-s with UV-s" from the first post. As it sounded obvious that everything needs to be in a single fbx. My bad. About this example of a body that one needs to paint beneath a layer of clothes. As far as I'm concerned I keep both Painter…
Hi, it has always been my understanding that you cannot import any mesh that contains ngons into ZBrush, however, I have seen alot of hard surface tutorials and workflows were artists import the mesh that contains ngons just fine and are able to dynamically subdivide it after creasing it. However, any time I import a mesh…
Hello, Does anyone know if i for exame have baked out displacement map from mari and i load them in zbrush is there a method to bake that in to mesh (when mesh has sufficient ammount polygons). Atm i was able to bake em in but now when i try to sculpt additiobal detail in to mesh i can but it sculpts below the dispmacement…
Hi guys, Currently I'm working on a piece for my portfolio. I'm having trouble importing my mesh into Zbrush, for some reason the message "This mesh contains nonstandard polygons (more than 4 sides)" pops up, and I can't for the life of me figure out why it's doing this. This is my mesh: Pretty bog standard modular wall.…
So im trying to attach a rigid mesh to the current VR mesh to make it look prettier(the new mesh im attaching will always stay on.) The pivots are lined up to were everything looks okay in the viewport, but i haven't managed to figure out how to make it stay. Do I need to add a function to the skeleton BP? I added a socket…
well i am very new to zbrush, been following tutorials , like i said and as i said i noticed that in many of those tuts (like full character creation etc) people are working on models with sometimes 30 mil polys (or more), multiple subtools etc . Since I am still learning, I so far understood that in order to preserve…
I'm using the latest version of Photoshop legally/officially. I tried testing stuff with 2014 but still the same problems. I also tried the administrator stuff with no luck either. I did however figure out that the problem was with my mesh itself. I think one of the mesh pieces is kind of corrupting the entire mesh and…