Right. I've been working on a highpoly head for a while now - trying to refine it to something I'm happy with. I've been having some serious headaches though. The workflow Im using is to build the low-poly base in MAX, unwrap the object, import into ZBRUSH and detail the high-poly, then re-export the base mesh and a…
I recently started working on my rigging/animation skills. I am rigging and animating in Modo and using it all in Unity. I have a rig in which legs and arms have IK solvers. I also have some constrains on feet. Some of the controllers are just parents of bones (like those blue cubes driving the spine or head and neck).…
Okay, here it is quick. I'm starting to work on custom substance painter smart materials "spsm" file type and I've got some noob questions. Substance Designer-SD Substance Painter-SP My workflow is: 1.SD- Create material 2.SD- Export 4K PNG 3.SP- Import textures and apply them to fill 4.SP- Create custom generator 5. SP-…
Triangulate in Max before export. Add "turn to poly" modifier, enable limit, and adjust it to 3, and collapse. Then it will get exported with the triangulation from Max.
Triangulate everything before export If that doesn't help, export the mesh from painter and look at it in blender - that will help you identify the problem area