More ZBrush weirdness....now it's with the normals. Here's a screen shot from ZBrush. The black arrows show where the glitch is on the normal map....But I'm not sure how it got there in the first place. And here's what it looks like projected inside of Max. And here's the normal map exported from ZBrush And I think I…
Update: I finally found a working .x exporter outside of the DirectX SDK, so that crash-on-startup is solved and I have the functionality I need. I'm going to contact the creator of UltraMon and see if he can shed any light on my lock-up situation but for the time being I can work around it by disabling UltraMon. One final…
I feel that by understanding how to do this with the proper darts and curves, I will be able to handle a lot of other challenging shapes. Funny enough, I went to fiverr and ask some CLO/MD professional to do this for me and recording them selve so I can see their technic, but the majority of them refused saying it was too…
Currently, it is not possible to directly edit the normal or AO map when loading those textures as input maps. The contents of the layer stack are blended on top of them (overlay for normal, multiply for AO). What you can do is load the normal and AO maps into a fill layer rather than as input maps. This way you can paint…
Since I have experience with ZBrush's "Project All" tool quite a lot, the trick is NOT to subdivide your retopoed mesh multiple times beforehand and project the highest. Subdivide it once, then project and repeat this as many subdivision levels you need. The projection works the best if done sub-d level by sub-d level, to…
Gotcha, the characters will both be animated. Each character will be animated doing different actions. I have been experimenting with exporting the character and re-importing the character back into the scene. When I do this the skin bind is maintained, although the texturing is not. Unfortunately the character mesh has…
been busy lately, but here's the latest. Worked the body and face over and cleaned up the polypaint. Though now I'm having a weird error. I want to export my lowest subdivision of the body out to 3dcoat for uving, and then import it back in. but every time it imports back in it doesn't keep the subdivision levels. Soo…
Texture: I think the main problem with your texture is the saturation. To get this catoonee look you should go a little bit over the top, also with the saturation. Also work on the AO of it. It's nothing wrong with creating one and use it as guideline for your handpainted AO (even multiply them both is fine). What helped…
Thanks for the feedback chris, as for the size, i know what you mean and yes it is a pretty small map, but it is designed for 3v3 games, not 16 players like call of duty or battlefield, as for timings... have done just that and i am still working out optimum spawn points so that is is equal in time. And thanks for the idea…
Sorry for the long radiosilence guys, I totally didn't notice there were still things happening here. One key point for extracting the maps from ZBrush I forgot to mention is that you need to render your Hair Using BPR to get rid of the stepping. this will also create certain buffer maps that can be exported without the…