I created a model in zbrush with scult ( no UV ) . I export to .OBJ file and import it into 3ds max . I making UVW in 3Ds max and re-import into zbrush . But I don't know how a model have UVs in zbrush . hope someone know it , show to me a video tutorial it . thanks alls
lol O_O can someone get me the gun model of my old USP i donno how to do it I just need to get it to max, so 3ds or obj would be great http://lonewolf3d.com/Files/USP_Realism_Series_V3/USP_MATCH%20REPLACE_DEAGLE/QUAD%20anims.rar
Was playing, there are few evo dead ends. Unfinished. I think some folk may find this useful Get the model here: http://rsart.co.uk/w0rk/head%20series.sia You'll need Silo (30 day free trial) to view it, or I could save as an .obj. Course, I'd rather you all tried Silo
First off, let me start by thanking all of you for reading and replying! I really appreciate it! JEDTHEKRAMPUS I don't actually know. I am just exporting from 3dsMax as an OBJ with texture coords, normals and smoothing groups checked, and just putting it into Xnormal. If you could elaborate on how to do it and test with…
Finally released into Early Access: http://store.steampowered.com/app/431960/ https://www.youtube.com/watch?v=wTJaUz1vzz4 Current support for .obj and .fbx 3D scenes, workshop items can be monetized, what else do you need to know? Oh its $4!
Yeah its a rather not so famous approach but honestly its super powerful. As for the result being hard to edit, it really is just a matter of keeping a copy of the original cage in your scene somewhere. I'll make some example thingies on your obj asap.
Sure thing! Thanks for being willing to look at these : https://www.dropbox.com/s/myrwi7l2hzw1k4n/Polycount-Test.zip?dl=0 Here's what the OBJs should look like: More than anything I'd just like to learn what to do correctly next time. :)
Import and re-export doesn't affect vertex order unless you use the wrong preset on your obj exporter. There are tools in graphite that will do the job but again - ballache. for 35 dollars wrapit really is a no brainer. id happily have paid a couple of hundred for it.
The errors you are having look more like smoothing group issues than seams. Seams always happen at you uv cuts, not in the middle of the uvs. Also try exporting as an obj with precision 12. I have had errors similar to that with hair planes.
Here you go. I believe it has like 90 degree smoothing all over the mesh. Not sure if Modo exports that in the obj though. I also tried with 45 degrees just to see if it would help. And yea.. it's a decimated mesh from zbrush.