1. export as .obj from Zbrush 2. import to blender(or whatever software you use) 3. smooth normals 4. export as .obj with an option to write normals in export. 5. import to Quixel, should work by now.
Yep, seems the problem is bad or corrupt exported data. Try to use the new guruware's OBJ exporter or use other format like SBM or ASE. The old max2obj exporter that came with old max versions is a pure mess.
When exporting a 32 bit displacement map from ZBrush it sometimes is all red; or all white. Compared to when I export a 16bit TIF which exports with the correct data. As I'm not getting all the information from the 16 bit TIF displacement map as a 32 bit displacement will provide.
Hello im trying to export some shading effects within Maya into a texture so that i can use it in a game engine. Everytime i try and export it it doesnt create the same effect. Possible problem could be that it only exports the "Raw" version and not the "sRGB gamma version". Please help
I also started a completely new scene in Max, merged the eyelash hair object into it and exported it... and it somehow imports the eyebrow hair into UE5. How does this make ANY sense? It's exporting data that isn't even in the scene that it's being exported from... My mind is just frazzled.
Just to append to what Thomasp said, when you export your sculpt from zbrush you either need to do so as a single polygroup, or with polygroup export turned off. Otherwise the export will not have the same vertex order.
It's better to use fbx export for baking with XNormal, since that format can carry exported vertex normals (and in 2.71, tangents and bitangents) that XNormal can read. You shouldn't use objs to export to XNormal unless you're using ZBrush.
Hi, I wanted to do some texturing for non-pbr spec/ glossy shaders in Photoshop again and i miss this script a lot. It basically exported layer groups marked with a ~ sign as corresponding files (diffuse, spec, glossy etc) and allowed for single hotkey export. Does anyone know of a similarly easy export script?
happens all the time on meshes coming from zbrush with crude UVs going on. we have export settings for our HPs which turn off export texture coordinates for all meshes before export, just to avoid these hard edges.
yeah, xforms have been reset before exporting to OBJ using these settings, in xNormal, i use ray distance. iv tried with both exported normals, avarage, and hard (setting the corresponding in max8, as exported, 1 smoothing group, no smoothing group)