the moving pivot is a bit of a puzzle, funky scaling can be corrected by manually typing in the correct export coordinates in zbrush so restart the program, select a zsphere, reimport the original correctly scaled max .object into it. Scroll down to tools>export. There's a whole bunch of coordinates; scale, x offset etc.…
To get a lowpoly with all the details of a highpoly (except the profile): 1/ Duplicate the high resolution tool in zBrush. 2/ Set the duplicate to its highest subd level. 3/ Decimate the duplicate in stages: 20%, 10%, 5% finally 2%. Its good to have a bit of resolution for retopology in Blender. 4/ Export the decimated…
HI master ali rahimi iam designer max 2012 and need export my design in quest3d and have problem when iam need light map how can do that in max befor expoert and what plugin use to do that example open collada iam use now and i need make the walk camera in 1.6meter how can do that thanks for help me brother
Hello. So i have a problem regarding exporting an animation along with its mesh in the dota 2 workshop alpha tools using Blender. everytime i export the animation and the mesh as .dmx it gives me a strange scale (too small) although it's the correct mesh scale. is there a proper way on how to export as .DMX in blender for…
the area looks also fine in toolsbag. but it comes in unsmoothed. on export make sure you export it softened and on bake it works for me, just quickly tested in tooldbag 4, ont have 5 installed at the office on zero roughness and with an environment shown, i do see some artifacts, which i would assume all come from the…
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Zbrush can export FBX files, but in this instance it doesn't matter. There's no real difference in a bake if one model is an obj and the other an fbx. It just looks like that obj has been exported without any smoothing groups / user normals. If that lowpoly was exported by Max, check around the exporter to see if it has…
Honestly I hadn't tried exporting the DAE from different softwares, since the model is triangulated i didn't really think it'd have any effect, as it imports into various other softwares flawlessly, but i can't really say I've tried everything until I have done so. Exported from 3DS as DAE Exported from 3DS as FBX then…
I found a way I could make it work, I have to activate the "specular" checkbox in the main tab also, then it works. Same thing goes if I activate to export both radiance and specular in the export tab, but do not check the specular checkbox under the main tab. This only exports radiance without giving any reason as to why…
You don't have to worry about creating a rig yourself in Face Robot, the setup process does it for you. If you aren't concerned about exporting to realtime, then your export options become more flexible as well. Face Robot has a shape rig export that will help you create blendshapes and then export them to Maya. The export…