Sure, Zbrush is faster for sculpting, but it isn't ALWAYS faster for sculpting. If you just need to tweak some verts really quickly with soft modification it's probably going to be faster to do it with Modo's sculpt tools if you're already in Modo than it would be to export your object, import it to Zbrush, tweak a few…
Hey guys, I'm using the 'enhanced PiplineIO menu' from Smoluck, but having some issues with it. Was wondering maybe someone got any idea how to fix this issue? When exporting the low poly as FBX or OBJ it shrinks down the object tremendously, therefor I can't bake in xNormal. The big cube is the original (or high poly if…
No, in max the Y vector is just flipped. The relationship between the vector stored in the normalmap and the tangent-space basis is the same as it would be if you baked in any other program. What you're talking about, is that 3dsmax has a different algorithm for generating the tangent/binormal for each vertex than many…
Right on, everything rendered now. For some reason the max ase export issue was caused by some layer exeption, with everything merged down it exported just fine. Also, the reason why I couldn't do everything in Zbrush and had to use max is that I needed exported ase to use with the renderbump commandline renderer inside…
Daz: Tried turning on the "Cage" option and exporting a mid-level control mesh from Zbrush, apply sub-d smoothing to that in Maya, and render out a greyscale bumpmap from Zbrush to apply to the smoothed mesh in Maya? Basically if your highest SDiv Level in ZBrush is 6, do this: - SDiv 3/4 with Cage enabled, export as OBJ.…
Consider this: A project team use a 3D app. for which they've set up an entire proprietary pipeline. From anything from applying shaders to exporting, they have apps, tools, scripts written and constantly upkept by in house coders and technical artists to get their 3d app. to play nice with their engine. Introducing…
Hi all. I've been searching/testing out multiple methods of normal mapping and am still stuck when I view my mesh in UDK. I've been waiting to submit a thread until I attempted everything I could think of/find. With that said I will try to make this as detailed as possible. Let me know if there is anything else I should…
Hey guy's, so I'm pretty tired of packing uv's by hand twice for udk. I figured lightmaps is just one of those things that should be auto packed. Sure you can still autopack with a 0.03 spacing or whatever, but the results are lame. Headus is a great tool for autopacking and gives you the percentage of how much uv space is…
What I'm trying to do is build the low-poly mesh in Blender by just blocking out the outline of it, then exporting it as a .obj for Substance and ZBrush. I also triangulate it pre-export which I'm not too sure on, and I'm not sure if I should be making an ID map in Blender and if I should do materials in Blender. I…
Thank you for the idea JamesWild, but this is not a solution for the case of mine. I am not worried about doing the packing and unwrap in 3d max, I know how to do a proper one, using texel density with textools and pack afterwards, you can get a good UV for lightmap. Anyway I know the lightmap unwrap option in Blender and…