Just for record, the issue was an extra vertice. Strangely, in Maya i'm able to add paint weight anyways and he doesn't bother me. Seems that Marmoset reads it differently and creates a zero paint weight for it. I merged the extra vertice, transfered the paint weight and shazam, the problem was gone.
Ok, I bake my character via projecting the high poly mesh via the low poly mesh using transfer map tool in Maya 2012. The Verts are all welded but have been told that the reason for my oddly shaped face is the smoothing groups are at different values?
Hurray!!!! Found a solution how to make faces thickness. Since I have a polygon object plane in the middle of the thickness of transfer will not be easy, not to to splurge on complex modeling, I decided to make the spline in the form of bent lattice and extrude in and add texture with alpha. What happened? See for yourself:
no word yet. Rock Paper Shotgun has a podcast interview with someone from Valve talking about why it is a separate game and such, but I don't remember a price point in there. He said it is a full fledged separate release though, yet community maps can be transferred to work in both.
Thank you for mentioning that! I think it was indeed a smoothing group problem. It seems that ZBrush assigns smoothing groups automatically when transferring to Max using GoZ. Anyways, I put everything in the same smoothing group and here's the result - not the same cube, but similar. Looks a lot better!
Getting all this done in zbrush also has the advantage of batching all of your maps. I'm trying to paint my mask and transfer the polypaint data to my origional uv'ed mesh, but I can't seem to get a decent result using projectall. Xnormal looks perfect though.
I know Vahl had his female marine mesh working in Doom3, he said it's fairly easy to transfer that stuff to Quake4, maybe he'd be able to just re-use his female Doom marine model? Not sure how the animation system in Q4 works though...
Any word on if they're still sending out keys? it's like Blizzard is taunting me by giving everyone in the world a key but myself. I guess I'll have to sharpen my skills in StarCraft until it comes out. Unless, of course, nothing from that transfers over to the new one.
BWAHAHA! I've totally been there. Not with AOL though, but with Alienware. FUCK Alienware, BTW. Gone are the days of me being transferred to India where some obvious Indian who claims to be named "Abraham" or "Witherspoon" won't let me cancel or get some god damned customer support.
I've generated my normal map in maya using the transfer map for both the head and the body... but after rendering, artifacts show up for the body (quite clearly too..) but not for the head, does anyone know why this is?? the image below shows the artifacts that i talked about.. Shot at 2007-07-28 Any help would be…