how much ram do you got, in maya iv been able to work with things up to 20ish million faces if i view things as bounding boxes, and this is on 8gb ram. though makes a fucking huge obj when you export out for xnormal.
This happen to me just now and It sucked ass! The normal feature did work. How do I get smoothing information back? uhg, damn you Autodesk! Can I transfer one previously saved .obj's or max files smoothing groups to another?
No problem. Also, it appears FBX files are now an option to be used as meshes, but I always stuck with OBJ, tried it out and with my FBX meshes, they never appeared in 3Do. Others might have better luck, I'm using 3Ds Max 2013 and Photoshop 11.02.
So far it is pretty decent! I've had to set FBX 2014 to FBX 2013 or I was getting scrambled maps in XNormal. Also 2014 seems to auto-weld overlapping verts upon exporting an OBJ. Kinda odd. Always update with all the service packs.
I like to use Goz I know i might sound to simple but i have the feeling that importing an obj works different then using GoZ. So send it over with GoZ paste the uv map in your modeling app and send it back. hope that helps
If the UVs somehow got deleted in zbrush, you could try storing a morph target and reimporting the original obj. As long as the vertex order hasn't changed it should automatically reattach the UVs (and you can use the morph target to switch back and forth between poses).
Without seeing the model, it's hard to say, however, it looks like a triangulation issue. Did you try exporting the models out as quads in OBJ format and baking those? Same result? Are both the cavity AND AO like that? Also, how are your smoothing groups set?
zbrush has smoothing , but no proper tangent. dont expect to get good normal map if you use zbrush obj, either marmoset or pixologic hopefully will fix this issue now regarding to UV, you need to turn on merge uv in zbrush in tools, ( should be on by default )
The only thing I can think of is recently I did an undo after a transfer attributes for UVs and ended up with something similar. No fatal errors though. I'd second oglu's suggestion. Maybe export as obj and back in, or combine with a cube if Cleanup doesn't fix it.
That is the first time I've tried to use Silo's normal mapping, but what you described happens here. Originals come through, nothing from instances. Turn them into normal mesh (export to obj and back in this case) and it seems to be okay. xNormal is also fine with them.