Does anyone have a solution to this issue I have been having with my Zbrush - Maya - Substance Painter workflow, when it comes to baking normals. Examples below; Zbrush - Maya - Substance Painter (For this example I have made no adjustments to the file in maya, simple import and export back out as OBJ) Zbrush - Substance…
I can load a high poly meshs into Mari software no problem although it obviously causes performance issues the models still load properly. But if I try to reduce the polycount in Zbrush by decimating a mesh the decimated .obj wont load properly into Mari have this problem with all of my 3D Meshes. I am using the latest…
I have already tried to: Reset XForm and convert to Epoly Edit normals, break, and unify Import and export from Zbrush Reset the smoothgroups to 1 I export with smoothgroups on (Both OBJ and FBX) Does anyone know what can cause this problem (smoothing or normals)? And what can I do to fix this? I get this result in…
No, it's not that simple either. You still have to mess with the materials, and adjust the patterns, and tweak and tweak. There is no "make art" button. The import obj and trace UV's as pattern just simplifies the initial hard part of the workflow. Saves a few hours work in some cases. If you are trying to make complicated…
@TypicalMale To elaborate, I'm only curious because at a glance your topology in my opinion had indicated either 'high flow' (high to low) or probable midpoly (hybrid trim sheets) baking methodology and as an aside personal preference nowadays I tend to lean toward the latter, when generating mostly static large scale HS…
Here's a quick example, and an OBJ to play with. Just be aware that you'll get some warping if you try to go too low-poly with it. Whenever you try to use a square UV on a trapezoid-shaped polygon, it's going to show some diagonal distortion. The more subdivisions within that trapezoid, the less apparent the distortion…
I tried uploading as a obj file, but it says It doesn't support the file. But i'm starting to think i may have just UV'd wrong and didn't notice until it was on the model, even though it appeared fine in viewport. I thought it would only allow to be textured the way it was UV'ed.
Sorry for such a beginner question!
You can orient in cheap version too (manually) . It has opto mode and buttons on the top to rotate model and then do the same with bounding box . That box is useful also for clipping the model and output in parts since Zbrush looks like having problems with importing more than 15mil obj from Photoscan
Couldn't figure out how to use this thing. If I go to File->Open, navigate to where my .OBJs are at, it only shows me a couple of files. Looks like they're all the files that are under 1meg in size. So how do I import a highpoly? They don't even show up in the list.
what is preventing you from exporting the subtool into maya? Why do you think you need to decimate it? What do you think the purpose of the decimation tool is? you can export as an fbx or as an obj from zbrush. Look up "export from zbrush" and you'll find documentation explaining how.