That's an issue with the OBJ format. The Maya OBJ exporter should create a .MTL file, which is a text file describing the material. Sometimes MTL creation is an option in the export dialog, and not always enabled. However the MTL material description is very limited, and may not contain a normal map. OBJ/MTL are very old…
Thank you for all your replies! I reduced the count to 3427 Tris. I also baked the hi to low, and its a good bake (some small errors, easily fixed) May add a few edgeloops for roundness in the handle. This is the bake in marmoset, I want to show the wireframe without trigulation, is there a way to do this? The model was…
it doesnt matter if you need a low poly or a mid rang poly for animation ie with a smoothing algorithm on top. I'd do it like this: A/ sculpt the high rez in Mud box and maybe texture it. B/ Optimize the high poly in Mud box or another app like Mesh Lab. C/ Export the copy to an app where you can retopo and efficiently…
Thanks man! Well, you just export from your program of choice and make sure the objects are separate that you want to be on different subtool layers in Zbrush. When you import it just automatically puts them on separate layers. As to how I make the flat edges...I use a a combination of standard, to make a blob, flatten,…
I guess anything will do that can export the animation as a image sequence (i.e. frame_001.jpg, frame_002.jpg, frame_003.jpg, ...) with data you can then create a image strip or sprite table using for example: GlueIt (which preserves alpha transparency) xnView's contact sheet tool or some Photoshop actions with some time…
I guess you're using 3dsmax? What does it look like when you turn on backface culling? Select your object, right click choose object properties, check on backface culling. If the black areas turn see-thru then you need to flip those polys. You can try resetting xform. Utilities Tab Reset Xform Reset selected. You can also…
Thanks for the comments. Scooby: Well, a phaser doesn't look intimidating either, but it's still deadly. :) I'm having some trouble with the normal mapping that I can't solve. The map is almost perfect except for areas where I get pinching from thin triangles. And some where I get it for no apparent reason. I use modo to…
Well I gotta say your work progress is coming alone nicely. As for you problem with the saving. try exporting the subtool through GoZ or just general export and delete the subtool and save it. Then import the that subtool back in. But if its a simple tool you could just use the one zbrush provides. As for you model I think…
We had a process for this that wasn't fun but gave good results. 1. Import High Poly parted mesh into 3dCoat and voxelize to one object. 2. Use the Fill and Smooth brushes to close gaps, remove surface noise, and soften hard corners. (This is the important step that helps the auto retopo tools.) 3. Export to temp mesh. 4.…
I really don't think doing a "Polycount Office/Tower" would be all too difficult. The main structure of the building would be modular (hallways, floors, ceilings) which would allow easy expansion. Each participant would be given a pre-built mesh of a room or office and a set of specs (tri-count, texture limit). They are…