what you mean by resetting the mesh normals ? how shoudl I do it in 3dsmax or xnormal? in Xnormal I started by 0.5 , tried then from 0.25 up to 2.25 ... I remade also the interior portion of the gown , the one that gives the problems , I redid exactly like is the lowest sub level of zbrush , exported from zbrush the…
Newer versions of max files won't open in previous versions (usually) so the best way to get aroud that is to export as .obj. Before you do so you may want to take the time to make sure your nurms or mesh/turbosmooth and any other sub-div modifiers are off, reset your x-forms and if it's only a single object your…
Hiya all, I'm recruiting for a friend who needs to keep his team identity underwraps for the moment untill the press releases go out later this year. I can assure you that this is a real set of positions at an Austin, Texas game developer with a team of veteran developers. This is a set of people who know what they are…
I've been tweaking a model I'm working on and wound up with the "mesh has vertex UV indices but the count is not the same..." error in xNormal. I understand what the problem is, but I don't know where it the problem resides or how to efficiently solve it. This is also happening on older model I made that I recently went…
Can anybody give me the rundown on how do a character for a video game. tell me if I'm wrong but basically this is what I thought the process was. 1. model your character. 2. unwrap the uv's 3. first detach the dead and export into zbrush 4. paint it till its fully detailed. 5. use zmapper to get displacement maps. 6.…
I've been wondering that could it work if I had these meshes in Blender, for example: * Character_HP * Character_LP_quads_with_UVs (for rigging in Maya) * Character_LP_triangulated_with_UVs * Character_LP_triangulated_cage Then bake object space normals in xNormal with HP and triangulated LP and LP cage. With exploded…
Hi everyone. Not sure what causes my problem, so after some googling I decided I need your help. I work in 3ds max and want to pass geometry to ZBrush as FBX. The export settings I used look like this: When I use FBX ExportImport in ZBrush I get the following result: I don't see any specific settings for import in ZBrush.…
Hello everyone. Made a character, I used simple bones from max to rig, each time I tried to load the character in the character editor it crashes. Strangely I can drag and drop it into any level without a hitch and works just fine but I just can't use character editor for it. Strangely I just created a box in max, rigged…
Hello people. I've got a little problem here which I can't figure out. So here's a character which I rigged with Advanced Skeleton 5.420. Bodyrig as well as facerig. No corrective blend shapes. The animation was made within Maya without the use of further add ons nor scripts. Here's the catch. The .fbx export to unreal…
I have never really had a problem with any particular version of the FBX exporter. From time to time the plugin does seem to break -- if this is happening just switch it back to "Autodesk Motion Builder", then re-input your export settings. Here are the settings I use: Smoothing Groups: ON Split per-vertex Normals: OFF…