If you're getting that message, then the model you're importing isn't the same as the lowest subdivision level. When done right, you wont get any message at all when importing the updated OBJ. You'll probably want to turn of the Grp export option in zbrush, uv the result and then reimport it. Perhaps also worth noting is…
After some more experimentation I managed to solve this, so I'll post what I found in case anyone is having the same issue. Turns out (and I may have missed this information from the get-go) the group name of the mesh when you export is associated to the quixel project. Since my mesh is a composite from multiple objects…
I used to have a tonne of bacon issues too and I spent a week digging through forums for answers, so here's my amateur opinion. All my issues were solved by using a cage. This is my work flow for making it. Make retopology mesh in you preferred method - I use topogun. I then export the lowpoly mesh to blender and UV map…
I received 2 weeks ago my Maya 2009 licence... I installed it yesterday night.... And this shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiitt!!! They modified lot of stuff and cannot understand why... A - switch between the change pivot tools and object mode is shiiittt.. B - The mulit color component selection compeltly and…
The Decimation Master plugin works externally, then uses GoZ to load the new mesh over what you had. My working assumption (take this with a grain of salt) is that whenever Zbrush imports a polymesh, it creates some kind of connection between the imported model and the boundaries/scale of whatever currently selected…
Depends on what you consider useful. Some of these things were available in 3rd party free or pay plugins/scripts, some are new. Cribbed from the Max 2009 What's New in the help file... * Spline Mapping The Unwrap UVW modifier now lets you define custom mapping with a spline. This is useful for quickly mapping such objects…
Hi guys. My apologies if this is the wrong subforum, it's the only one I could find that seemed the most relevant. If anyone's familiar with Tom Shannon's TS Tools for importing Max objects/scenes into UE4, I'm basically trying to modify that to make it a little more "one click solutiony." With the TS Tools you have to…
First, save your subtool as is with all the subdivision levels. Give it an appropriate name. Second, export the lowest subdivision levels. In tool>subtool you can hit "all low" and then use fbx export in the plugin pallete and export all visible subtools. Third, put all subtools back to your highest levels. If it's not…
Simply put, tangents and binormals are the tangent space calculations, a gizmo (or swizzle) of three vectors per each vertex that encodes and decodes (at baking time and rendering time) the normal map gradients taking into account the vertex shading, vertex normals, and UV coordinates. Each program calculates this…
While I still see no real alternative. Just wonder if it's only my impression. For years I see only cosmetic improvements . Node bypass been best of them IMO yet took decades of users prays . Coming to Blender nodes feel so much like breath of fresh air . Any custom node saved in a library could be done local to the file…