Oh also, you are probably aware of this but just in case as it hasn't been mentionned : Maya has two different models for face weighting. So who knows, maybe one might fit your needs better than the other.…
If you've gone the route of MD> ZB> retopo> texturing....Basically rigging the clothes would be the next thing yeah. It's often then set up with controllers or rigid bodies and physics simmed so it's interacting with the characters animations that are going to be used in game and then it's all baked down to key frames and…
Did you try collapsing your modifiers to see if that helps? Are you sure this is channel 1/the first set of UVs in Max, or you on a different map channel? What version FBX are you exporting? Maybe try resetting the Xform or saving a snapshot of your model? (Incase it's just some strange glitch on this model, happens…
The pixel padding issue is a known bug with PNG. This should be resolved with the next update. There was a bug with certain bit-depths and certain file formats as well. For instance, you can pick 16-bit TGA, but the TGA format doesn't support 16-bit images, so this will result in a blank file. This will be fixed in the…
Speaking of good rigs : Anyone knows of a good (preferably free or reasonably cheap) continuous rigged human character for Max ? There used to be one made available from a game company, a blue soldier of somehow cartoonesque proportions IIRC. But I want to find something a bit more robust with good controls and…
after you create the uvs, go to texture -> create new texture (will fill object with color selected) do your zapp stuff when you return from photoshop to zbrush it will ask to accept layer edits, hit yes (I always collapse all layers to just the 3 orignial layers, and 'preserve' the mask on the middle layer (the only one…
The muzzle cylinders are not really 'errors'. Those are just cases where you should have quite a bit more geometry to describe that shape if you want them to look a bit more accurate. At least double the amount of sides on those cylinders. The edges you have highlighted are also not really errors. Those edges correlate…
I took a look at your low poly and there are some major issues. Did you export the FBX with smoothing groups? Because the file I loaded had none. On top of that you have a ton of edges that converge to a single vertex. For baking purposes this can cause major issues when baking. Without smoothing groups I can't really help…
So, I've modeled basemeshes for the clothes and was gonna import them into ZBrush for sculpting, BUT...they don't fit the original model in terms of position and scale. Here's what I've been doing: 1- Exported the head from ZBrush as en .OBJ 2- Imported into Max, default settings 3- Without changing the head in any way,…
I keep trying to import an FBX file into the SDK and it constantly crashes,any possible solutions? A?: Importing as a skeletal mesh presumably? Are you importing any LODs with it? One possible source of crashing is bad weighting. Nuke your skinning and start from scratch to see if that's it. Sometimes an unreal package…