That's what I mean about learning the difference between the document and the tool. It's the only real hurdle to get over, and once you do zbrush should feel like a normal sculpting application. The document is basically the viewport, it isn't 3D. It has actual pixel dimensions. If you export it, you get a .PSD photoshop…
Quick dreamweaver tut for ya, its pretty much all I know myself. Create the index page how you want it to look in photoshop. Then use the slice tool to cut up said image into the buttons you want ect. File>Export for web If you do a little menu navigating you will see that you can save the slices as HTML tables or CSS…
Try changing the settings to these: "Single" instead of "Multiple". Un-check "Unify" and "Obj smooth groups", in the Smooth Group box leave it as "1". Probably a good idea to turn off Center Pivot too, to preserve the pivot between apps. Try turning off "use materials" too - those are the settings I use (everything else…
[ QUOTE ] ....I am working from max exporting an ASE file with 3 surfaces, head, torso and accessories (also 3 textures, 512,256 and 512*256)... [/ QUOTE ]If those are individual textures then each part of the model they sit on needs to be split into a physically seperate mesh; you can't use 'multimaterials' in D3…
As far as the bitangents, I don't believe I am using them. I start with a base model and export that to unreal then I use that unreal file to generate the normal map in xNormal as far as I know it does not save the bitangent data. Does anyone know if unreal even uses bitangent data for sure, and how you would go about…
Hi there :3 For my final exam, Im trying to export an animation from Maya to render it in Keyshot and its almost impossible. I tried everything OBJ, FBX, The Keyshot plug-in and nothing works. I have an animated character with a Rig and in all cases the rig is gone when its exported, the character just stands there in…
I wanted to share news that, I made addon for blender for quick baking of textures with Batchtools. I developed it for few reasons: * Substance Batchtools speed – you can bake 4k textures in minutes (compared to hours in blender) * Substance Batchtools reduced ram usage – I can bake hipoly meshes, without risk running out…
So I can seem to figure this out, I'm making a scene with tileable textures, I made them so they snap together in udk, but I'm still getting these ugly seams. I've spent hours already trying to figure out why I'm getting this\/ I export the meshes from Maya using axemesh, I've tried a variety of different settings while…
Hi everyone. This is probably the wrong place to post this but ill go with it anyway. Also, if this has been requested before, please ignore my ignorance. As i am frequently using substance painter and marmoset together, I would love to see some sort of live link between the two applications. Right now, i have to export…
I have been working on a weapon. I blocked it out in 3dsMax, exported it as an .obj to zbrush and modeled the high res Weapon. Now i have made a LowPoly version of the gun so i can bake normals (using xnormal) on it. But it seems the normals are completly distorted. The Sheels are kinda connected, even if its not visible…