GoZ is also essentially the devil. From my experience, if you're working in Max and you GoZ back and forth, the scale gets buggered somehow and you basically can't use the Move brush. Exporting an OBJ is the most bulletproof way of eliminating any loss of functionality in ZBrush.
nice one, Piflik. mine should work on multiple objects in any sub-obj mode but looking through yours I noticed I did mine so sloppy I forgot to have it check if the Unwrap UVW modifier is selected first! :poly122: fixed now
Can you give me an example so i can reproduce the issue please? I have never had this problem. I create meshes in Blender and export as obj, import into ZB, group split, sculpt and then export and everything is the same size as it was when first created.
Oh hey, it probably shouldn't matter given how far through the process that the weird slashy phenomenon shows up, but the initial hard surface work in Studio Max is nothing but quads...quads like religion. Quads and a couple iterations of turbosmooth that are collapsed prior to export as an .obj.
Thanks, ablaine i used Topogun to create this details, with the curtavure ok, exported an obj with texture to topogun and did the small details. I've watched to do this in the site of stoofoo , you should watch how he does! http://somuchmonsters.com/GW2-Shield-pt-1-Modeling
Yeah I meant the same as Oglu I just didn´t explained it the correct way I guess :) I had this recently when I exported to mari. Each UV Polygon was disconnected and flipped 180°. This happened to me when I used the OBJ exporter.
This is due to your mesh being gigantic in scale. It could be due to the FBX file format itself. Try exporting as *.OBJ instead. If that doesn't work, try scaling it down by 75 to 90%. We're working on making the brush size scale with the object size, so that's coming soon. :)
^ yep. You can also try Utilities pannel > Reset Xform > Reset Selected > Collapse modifier stack. You can also try exporting the mesh as .OBJ and then import it back into your scene. But I really think what scoob mentioned will get things fixed =)
Yeah, there's nothing stopping you from importing an OBJ from Maya and using that to bake in ZBrush. You don't have to "make your entire lowpoly in zbrush" as you seem to be complaining about. Or yeah, I'd probably just use Decimation Master and bake everything in Maya.
it looks like a mistake on the low poly mesh, like its been imported with a tri thats glitched between the cheek and arm, might be something about your export cages settings, if its OBJ. file check your settings ESP if its compressed the vertex numbers