Haha, well I found the issue with the WTF parts. When you export from maya... it only exports one instance of any instanced objects, so if you open the 3d viewer in xNormal, and only show the high poly you can see what is missing. So select all of your high poly objects, and go to Modify-Convert-Instance to Object before…
It is little bit tough in ZBrushCore. I would try few things but I have uninstalled ZBrushCore. Yeah, well... You should merge only when exporting to another program. ZBC is little tough, it's not super friendly like full version ZBrush that is super forgiving, ZBrushCore is really hardcore. There is no advice from me…
hum, I might not be able to solve your problems but here are some tips I got for V.ID with cage and such (we can have similar issues with skinWrap and cage creation at work) :) So Check your import/export options, we use obj so here they are: Export: - remove any "optimize vertex/normal/face setting Import: - uncheck:…
you can do it, but it's a bit of a process: 1. bring your low poly + baked normal map from high to low into painter 2. paint all of your extra details using height 3. export with preset "doument channels + normals" 4. import the normal map (and ID map if you followed the tip*) exported from previous step 5. plug in normal…
So even typing in the exact offset down to 3 decimals still gives me an offset when I export it ... Example: export one subtool from zbrush, line up in Maya, write down offset numbers, lets say 01x 10y 20z. Back in Zbrush in the deformations panel, I type those numbers into the offset (with y and z having to be negative…
Thanks for the kind words guys, I'm glad people are enjoying the game :) @Coontang @Gazu -- The bulk of the artwork was done in Flash (some bitmap textures were created using Photoshop) which was then exported to a heavily-modified version of Obsidian's Onyx engine. Our programmers wrote a pretty robust set of…
Your issue with your seams can be a number of things. I think it might be your tangents and bi-normals not matching up correctly. Make sure the lowpoly model you used to bake with is the same model you are applying the normal map to in substance painter. As a test, you should re-export your lowpoly from Maya or whatever 3d…
The export dialog box of wallworm? I assume you mean smd export, because there are several other exporters in wallworm. This is how the smd/VTA one looks (the smd importer options I've posted above): The import dialog from max I haven't used because it doesn't show .smd files when displaying "all formats", only the .mdl…
This is normal. Surface shading (which a TS normal map relies upon) can change on triangulation — since there are multiple ways a n-gon or quad can be triangulated, you can have a mismatch, hence the X-shaped shading error. You ALWAYS want to bake with the same triangulation as will end up on the final mesh. There are two…
I agree with everything EQ said, he knows his stuff about normal maps, he authored most of the stickies in this thread that have gone on to teach most of polycount how to deal with this stuff. I'll add one important note in case it wasn't clear. If on import the hidden edges are tri-stripped to always go a certain way then…