I'm doing my basic block work in blender and creating my uv maps there. From there I'm taking it into zbrush to create my hi res details. I then export colour id maps from zbrush and hi/low poly versions of my mesh parts to take into xnormal for Normal and AO map creation. Then i bring it all into DDO but I'm getting…
I didn't think this out too much going into this. I'd just exported a single zbrush mesh into Max and started building a low poly around it. What I should be doing it re-export my zbrush mesh into different elements and make individual LP meshes for different elements? Because otherwise it's going to get confused when it…
My demo of Max 9 just ran out before I could do this so I don't know if it's even possible; I'm in need of a simple ASE same file (a cube will do) that has multiple UVW maps applied to it. The subject is new to me (multiUVWs) so I don't quite know if this is possible or how assigning more than one UVW map to an object…
Hey all. So I've got a character that I've modelled and segmented into multiple body parts. The issue that I'm running into is that I can't mirror from one body part to it's counterpart on the other side (so say right knee and left knee). Does anyone know of a script or trick to accomplish this? I had hoped to be able to…
I'm not that experienced in ZBrush but wantto excerice a bit. Now I ran into a problem. I have a high-poly rock model made in 3dsmax and exported it into ZBrush (Polymesh). My goal is to use Decimation master there, paint the model, bake textures and export back. But I'm missing the step how I can generate a decimated…
I seem to recall a way to export .obj from google earth. If the island you're talking about has a decent 3D representation on google earth (much of the world does) then you may be able to export from there and create your height map off their geometry. You can google as well as I can! Other than that I know nasa has a…
Wow Tested so many things but didn't thought about smoothing the mesh display before exporting, I thought that it wasn't stored into obj. Thank you so much Fabi_G!!!
1. Normal subdivision surface from Maya as HP 2. Dynamesh as HP here i exported a cylinder smoothed to 3 levels and dynameshed to 1m polys You can clearly see the lines that dynamesh gives you. Basically what you see in Zbrush's viewport is what you get when you bake. To avoid this the mesh you're Dynameshing has to have…
Stuggling with this actually. Max can handle objects with the same name so i dont get why goz doesnt snapshot your object before exporting, and keep intact your original model (or even add a name suffix). Also if you have several project with same objects name, goz gets confused between objects and you have to clean the…
if this is a tool and not 2.5D canvas, the best solution is export OBJ and use xNormal to bake in a square unwarped plane. I know you want to stay in zbrush to simplify, i also like that... but i found that export obj and have everything baked with xnormal (including polypaint) ends up being much faster and with better…