Yeah Bradler Thanks! its in FBX format if I need to change to OBJ just tell me. Again thank you in advance. https://drive.google.com/drive/folders/0B61612bXyakMaHNBUndsVFpYZmM?usp=sharing
Heya! This can be done in Fusion. Create > Create Base Feature Then, Modify > Mesh > Brep to Mesh Then in your browser/outliner, right click your mesh body and "Save as OBJ" Hope that helps
Yeah youre right, the topology is tricky on the standard objs. This is mainly floating geometry which is good enough for what i need in my experience. I'll upload further progress later today :)
Okay, figured it out. In case anybody else runs across this. I exported out the plane as an .FBX file. Apparently this scaled the plane up by a 1000%. Exporting it out as an .obj fixed the problem.
The highpoly model doesn't have to be the same amount of meshes as the lowpoly. You don't need to merge all those separate highpoly parts in zbrush, just export them into a single obj for baking.
Either import as editable poly (there's a checkbox for that in the obj importer) or add an edit poly modifier (and optionally collapse) - unlike converting to editable poly, the edit poly modifier clears all explicit normals.
idk what the problem is but whenever i get weird stuff, i usually make sure my normals arent locked and facing the right way and if that doesnt help, export as obj and reimport.
Nicolas Cage's hairpiece 'aint working for either him nor me. And yeah, that skull, wtf. Looks like they found it in the free models section of 3dcafe. It's an .obj with a default material and no texture assigned.
Ok, but I'm using Mudbox 2009, so I probably won't be able to open your 2011 file. Perhaps just export your lowest and highest subdivisions as OBJs and upload that instead.
The trial is available for download now if anyone wants to mess with this stuff. I'm having some issues with obj import not working right... very similar to Enzo in fact. Will try some others too...