Some tips I've found helpful: You don't need to triangulate or unwrap your high poly object, but you should set it to Smooth Shading. The low poly should be triangulated on export, and also set to Smooth Shading. Also, in the Vertex Groups tab, check the Auto Smooth button, and you can usually leave it at 180 degrees. I…
Not sure where this is being assumed, are you exporting as an OBJ or FBX to zbrush? I would recommend OBJ. Yes, if there are odd faceted edges it could be faces on top of each other, unwelded mesh verts or UV verts, or they have flipped face/vert normals which aren't being properly displayed in viewport. Additionally you…
I'm guessing the model was exported and worked on in another program before being brought back into max? If so, what app? You might have some other export options that don't screw with the vert tables. Avoid OBJ if you can, the 3dsmax obj in/out plugin is notorious for rewriting vert tables any way it sees fit. I suggest…
Hey folks... I've been trying to get correct material ID's to bake all day and have hit a wall. I've set up unique lamberts in Maya for each ID on my high poly pieces that I want to bake out in Painter. All of those high poly pieces are combined as my low poly is once piece of geometry - I think this might be the problem,…
No one: Autodesk: what even are polygons? I did a search and didn't come up with anything I was satisfied with, as they just want to figure out how to get quads through to Maya from max with FBX. But triangulation is important and packages/engines do it differently, as well as is preserving where the invisible triangles…
Hey guys, Im looking for some technical genius who can solve my problem. I am currently trying to transfer my website from my localhost using xampp to my web server. Basically i need to export the mysql database so i can upload it to my website. Unfortunately when i come to export the tables from within phpmyadmin i get…
Hi - not sure if this should be in Technical or Unreal forums, so mods sorry if I got it wrong! But I think this applies to technical in general. I have a few mesh huts that I made for a forest village I’m creating. About 5 different huts total. I currently have them each as a single mesh that I’m importing into UE4 (so 5…
Hi all, I create most of my assets in Rhino before converting them to meshes and exporting to 3ds Max. This process creates lots of triangles and the topology isn't particularly clean, which I believe makes exporting out to UE4 a bit more problematic. I wanted to ask if someone would take the time to show me how they would…
Hey, I've got a model necklace thats got a fair bit of intersecting geometry created from an IM brush in Zbrush (pic 1). If I export a standard lowpoly and a highpoly to substance and bake them down I get artifacts from the intersecting geo, which is normal (pic 2) I wanted to eliminate this by using the 'Match by name'…
Okay, this is driving me nuts. I looked everywhere to no avail and decided to ask here since some of the oldbies might still hang around this place and hopefully remember something about that old, obscure format. In other words, I modeled a character in Maya '11 and want to export her to Quake 3's engine. Sadly, all known…