Perhaps it's lost its shader connection. Try applying a new shader to it. Although if you combined with a cube that should have fixed it. Is it maybe in a layer? If all else fails export as .obj and then import it back in.
If you want to export to different apps, the .obj format is the key. You don't need to use Deep exploration. The best you can do is to download the trial and try its features exporting/importing.
Yeah it's easy. There's even a tool called something like "Warcraft Model Viewer" (don't remember the exact name) that would do all the import fiddling for you if you provide some obj or mdl.
The curls are probably not much more than this: shaped spline -> mesh -> stack obj and scale/shape -> export zbrush -> Detail. Exporting with the rest of the meshes as well, that would be silly to just exp those bits alone :P
You could try Zremeshing a copy of the imported obj. Once you have a remesh you can increase the resolution by subdivide. Judging by the mesh youy would still need a pretty dense remesh mesh. Cheerio
You can work with shells outside of 0-1 - I do this all the time. :) Make sure you're not using a hierarchy in FBX. That will crash it almost guaranteed. Kick it out to OBJ and you should have no issues.
this is an image of me testing my first base (stock) female in cc..... I will be building my own meshed obj, boned/meshed/colored in 3dexchange and import to Content Creator for more tweaking ... that is my next step
you'll need to find a last-gen shader for substance designer to use it to texture models for skyrim - as skyrim doesn't support the PBR material approach to convert the .nif files into .obj or FBX you could use Noesis
I'm using Blender for retopology, and it imports ZBrush tools as an .OBJ and splits them by polygroups if I have defined them. I usually have high poly models for upper and lower mouth, separated for easier retopology.
seems really cool, and sleeker than some of the others. Having trouble exporting from maya though. Not having any luck exporting a obj with a texture, do you guys have a recommended workflow for maya users?