Usually I create extra meshes in 3dsmax and import in zbrush is there a way to make complex low poly stuff directly in zbrush ? Perhaps a small tut about it ? Thx fir ur answers...
cheers for the help guys - i tried rotating the texture image like you said, before putting it in to 3DsMax. And that seems to have put MOST of the texture into it's correct place, there are still some gaps ?
excellent id been moving the pivot around not realizing it need to be at origin 0,0,0. Im saving everything same name so i can just reimport easy Using 3dsmax btw
Did you have a cage or does your front and rear values are correct ? What problems did you encounter with Xnormal ? It's ten time cleaner and easier to use than 3dsmax for the baking :) .
Green Pirate64 Thanks man! the neck area may be saved when I put the dark red color there but ye sometimes less is more :) 3DMad Thank you! artofmars Thanks dude!
I think lower is better is the right thing. Polyunwrapper seems to be slower on less objects and low resolutions but is way more faster then 3dsmax standard or version 1.0 at higher resolution with many objects;)
Well, I'm just saying it can get triangulated like that without the user interfering, max's triangulation isn't fool-proof. Inside 3dsmax it's not a problem, but it becomes one once you export.
have you checked the search or a google search? anyway for the xth time - I can really recommend this script if you are working with 3dsmax http://www.scriptspot.com/3ds-max/scripts/max-retopo
3dsmax also has a handy rename tool, that lets you rename large groups of objects (Tools > Rename Objects) I'm sure Maya has something like this also, if not there is probably a script for it.
Yes I realize that now. At the time I didn't have max installed. Since then, I have installed the trial and have learned why I dislike 3dsmax all over again.