Made the head a wee bit smaller and *tried* to fix her face. Fixed her hips as well. Thanks @Tits for the comments!=) Did up her tattoos and those tassels hanging from her arms Bonus pic today because i solved my shity polypaint issue:
SOLVED! I finally figured it out, just now. Solution is, as you might expect, rather simple and I feel silly for not coming up with it earlier: All I had to do is enable compatibility mode for ZBrush to and set it to Windows 7. Hope this helps in case you're experiencing the same!
Looking at your history, I see a lot of questions, not a lot of answers. Maybe you've been going about this all wrong? Make a character as well as you can, and post it in a thread of your own. Get feedback. If a problem stops you: try to solve it, then ask a question in your thread.
We didn't discover the origin of the problem but I suspect the symmetry. One of my problems was that my .Obj was in Editable Mesh. By passing it in Editable poly I was able to separate the bigger easily To solve, we just cleaned and reimported certain parts like the hand in . Obj Thx for tips and help.
Thanks for the help everyone! I figured I had to unparent it but couldn't find how. I feel bad asking such a simple question, but was able to solve my issue. Much appreciated. I'll probably end up making a whole new rig now that better suits my needs.
This is very strange! But in order to solve this, add Teddy on skype: teddybeargbg and he will personally help you get this sorted! he is traveling tomorrow and might be out of reach during the day but should be available shortly! Very sorry about your troubles, hopefully Teddy can help you out!
@Neox, If you compare the images closer you see some blades in HP that are not in the normal map. @Eric Chadwick, Thank you. It actually solved the problem when rendering in Max itself but when baking normal map it still consider them as 1 sided blades and the same problem as before. :(
I'm in the same boat as reverendK, I played the demo version a year or two ago (it was called Hazard back then), and I LOVED it! Can be very frustrating at times, but it's so interesting and different in its puzzle solving gameplay. It's exciting to see how it has evolved, even from the showcase version.
There is a discussion on this thread on page 162 about cutting holes on cylinders, there is also a bunch of older post about that. Should be enough to solve your problem. https://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking/p162
3D is fun :) Here the normalmap from the pictures above: Dont like this purple shadows, so still have to do some uv cuts to solve this, even if its not visible on the mesh. But for Textur presentation ^^ Stupid smoothing groups cant even handle less then 90° to look good on the texture >_ <