HD geometry doesn't export. You need to bake it down to your highpoly from within Zbrush. If your highpoly doesn't have UVs you'll need to export the lowest subdivision to an external program, unwrap it there, and import it over the subtool to do this (ideally keeping the vertex order so Zbrush doesn't have to try to…
Hey those are pretty sweet michi.be, I may end up using them, I`m building a barn for CE2/UT3 atm. Got a question tho, which Max version are you using for exporting assets into CE2, is it an older one afaik there is no exporter plugin for Max 2009 so far, ehh :( Anyway great work (it seems you like your veggies :) ) also…
OK...here's what i'm after. i build the low-res in max and unwrap it. i then brought it into zbrush for a test. i zbrush it up. then i hit zmapper. the normals on the low-res came out fine. but when i export to get the targa...things are jumbled up. here's what i get: this is the unwrapped low res from max: then when i try…
KP. You could always export a mid poly level of your hair + head and then retopo that all quads in Max or whatever. UV it, then generate a displacement map, subdivide a bunch and apply that displacement map. Export the Low & hirez . You can import the low poly version into MB as your base, subdivide a bunch, then import…
And somehow the export seems to be buggy occasionally, for no obvious reason. All set up fine, all exporting fine (except vieport not being accurate with the later representation) but for some reason particular materials dont show correctly in the viewer. The chair base is animated and later wooden legs appear, but not…
Hey ! I'll make it short, I'm happy with my work in Painter so I exported everything for Unreal Engine. I don't know where the problem occurs, maybe it's my mesh export, or some settings I'm missing on import. If you have any ideas please help me :') Thanks Here are a few screenshots : *UE* *Painter* *UE* *Painter* *UE*…
I'm having a problem in maya 2k9 where when using the smooth mesh preview (3) random edges are becoming pinched. They have nothing to do with hard/soft edges or creases, and after many hours of trying to find the cause the only thing that seems to remove them is exporting to obj and re-importing. Obviously…
I have modeled the building below and exporting it to Unreal. Thing is, it is big and wanted to have enough room for my UVs. so i broke it into pieces. And theses are some of the pieces this is supposed to be the brick wall. And these the windows and more. I did unwrap them (every element) and "GROUPED" everything into one…
Hi guys, I'm trying to render a mesh character in Cryengine3 and need some help. I've worked on this model for a few weeks and I would hate it to move it to the trash bin because I like it so much and wanted to keep it as portfolio piece in a more proper render. The problem is I used Maya and Zbrush back and forth and…
Hi, guys! I've just finished rigging my character. Since I'm using mocap data to animate it, I wanted to export it from Maya to MotionBuilder. I've tried both going to Maya>File>SendtoMotionBuilder and exporting it as a FBX file. In both cases, this is the complete and utter mess I find myself into: Maya Scene…