Sorry this is a clear case of RTFM with care and attetion. Your instructions are clear but I assumed the script would go for the preset from the default FBX presets folder that maya creates. As soon as I did what you said it all worked fine. Reading is a good practice, thanks !
Hmm I'll have to make sure I stay away from those then. I usually have multiple files, but I was just doing the anatomy part and I had two versions and now both don't work. Oh well. More practice right? Thanks for the info.
Reading through your description it seems like you're trying to do all your unwrapping and topology in zbrush. However many of the pictures you're referring to are from Maya. Such as the picture of the unwrap. It's much easier to unwrap in maya and many things will be practically impossible to do using zbrush alone.
Thanks for the reply! I've had a look through the suggestions you've posted, and I liked the look of Jordu Schell, and the Goldfinger anatomy book. I also really like the idea of trying to copy a 3D scan, so I'm going to be using that method for now as my daily practice.
Well I took ryebot's advice and basically resculpted the model and made entirely new UV's. Pretty happy with the end product aside from needing to add in the membrane wings, but this is for practice anyway and I want to work on some other stuff. Link to final: https://vimeo.com/178963359
Ej.... Yes they are very practical.... If you don't think so lol I got a few jobs you can lend me a hand with so I can prove to you how naive you really are about the industry. No contracts.....just a hand shake and good intentions :)
Hey, I'm a student too, in the exact same position in regards to winding up for portfolio polishing. :) No need to use it as an excuse. Good practice for portfolios is to always cut the weakest pieces outright, because you'll be judged by your weakest piece. Never have stuff you're not proud of or that's outdated on there.
I would recommend the course of Scott Eaton. http://www.scott-eaton.com/ (first better learn the academic drawing) You can also take several pictures of the character from several other angles (and find a similar reference). You need to better study the anatomy and practiced. Good luck!
http://vimeo.com/10941211 I think this is standard fare for any hardsurface modeler. You actually can't go wrong with just practicing some of the shapes he makes, no matter which 3D program you use. As for highpoly - don't go into too much subdivision too soon.
What I told is the common practice. You can make that new texture with hand, or do a vertex blend setup in your modeling package, and you can simply bake it down. Here is an example: https://scontent-fra3-1.xx.fbcdn.net/hphotos-xpt1/t31.0-8/11406707_651948291608321_7150929477793605364_o.jpg