If you need to take creases into Zbrush one way that's simple and works in any program is to apply the subdivision (i.e. Mesh->Smooth) at several subdivision levels, export it as .obj, import into Zbrush, and rebuild the subdivision levels there. Personally I can't imagine doing this type of thing without my F2 Blender…
ok, well, the normal mapping thing is simple yet complex.. (woo always wanted to sound wise and mysterious :D ) the really complex bits you don't really need to understand right now, the basic idea is it tricks your computer into thinking the surface is more complex than it is, this image shows the workflow. 1) basically…
It's a matter of where you want to render it really or what engine you're going to use it show your stuff, it's basically an issue of Tangents (the math which tells how the Normal Map will be processed and shown) so you will avoid seeing any nasty seams. A quick idea on why people do the splitting thing. As for the…
chrisradsby: Thanks Chris, glad you made that comment. I've switched the thumbs to colored versions. Does that look better to you? I think I'll keep to this new format from now on. LRoy: My current workflow for creating a diffuse is as follows: Export my 0-1 UVs as a 32-bit Targa image file. Import the image into an image…
Okay, so the 2 light to 1 light thing in conjunction with smoothing groups seemed to fix my weird shadow oddities. Onto my latest question: What's the best way to import 3Ds Max low poly models into Zbrush? Is there a way to make zbrush recognize the Smoothing groups so you can sub divide without screwing up the model? The…
'You should never do that' is just high drama. He probably heard that off someone else who heard it off someone else, never questioned it, passed it on to you.........and the myth was born..... You can scale your objects at any stage in the process. Just reset the xform/collapse the transforms and you're good to go. It's…
For the flag and imported the rod into marvelous designer and made a simple hanging sheet. I wanted to make the rips and tears on an alpha card so that required that I go and utilize the Transfer Attributes option in Maya. A quick break down on how that was done: Marvelous Designer exports their .obj's tessimated. I wanted…
You need to solve one problem at a time. You are making clean, hardsurface models. Meaning that you cannot hide anything behind rust or random detail. It means that you need maximum accuracy between what you do in 3d, and what you are exporting/seeing in your game engine. - First off, the normals generated by Max using RTT…
Hey there, I'm having a small problem and somehow I can find a solution on the Internet. I'm trying to iterate over an array of objects and display face count with a for loop (not for in loop). I tried various syntax's but somehow I am not able to save the face count into a integer variable, what am I doing wrong? string…
Hi all I am struggling here to create a workflow. Would love some input from anyone. My goal is to have either morph targets or alembic animation data, of a baked cloth simulation that I can use in unreal engine. I know you can do it in-engine but it will lag out for my use case. Essentially I can’t just make the cloth…