Hey guys, I'm a new user to ZBrush and have been running into an issue when trying to open up my ZBrush to 3dsMax .obj export. I searched for this particular issue in the rest of the threads, but couldn't find anything, so thought I'd post. Thanks in advance! :) The initial issue was when I imported the .obj the object…
Is there a way u can export assets from ue4 and it shows up correctly in 3d applications e.t.c with materials the way they should be like glass, cloth e.t.c as obj files? I tried exporting from ue4 using export selected as obj but the materials had issues showing up correctly in 3dsmax or Blender especially glass. So I am…
I was having a problem going from max7 obj export to zbrush last night and managed to fix the problem so I thought I'd say it here just in case anyone else had the same problem: In the OBJ Export box make sure "Compress Numbers" and "Relative Vertex Numbers" are <font color="yellow">UNCHECKED</font>. I also upped the # box…
I had 3DS max and I had to delete it because a PC reset, I still have 10 days left of the trial but whenever I try to download it everytime its some different error. First is was a '110 licence error' and now the setup.exe says 'unhandled unknown exception, terminating..' So I cant open my OBJ and MTL files anymore…
I'm using the zplugin multimap exporter to export all the meshes i have in the zbrush project but when i use it exports the obj with vertex color. Is there a way to export the to obj without vertex color?
Hey guys. I have a model that i am trying to texture. I have baked out all of my maps, and unwrapped all of the objects. I have checked all of the proper checkboxes and followed the Blender to Quixel Suite tutorial, but when I go to import it throws the following error: I also had an issue where the app wouldn't open any…
hey all, When I import several objects from max as a signular OBJ and the import them into Photoshop CS6, the assets collapse into one mesh, and I haven't figured out a way to separate the separate objects / elements into individual layers. This would be convenient so I could hide different parts of a body, (say hiding the…
I've been baking all of my maps with Toolbag 3, and the results are really outstanding. BUT! When I do my baking with a pair of OBJs (high & low poly), and then apply the resulting normal map to an FBX, I get weirdness around the seams... always the goddamn seams. OBJ FBX Any solutions?
Hey guys, I'm a maya user switching over to max and I'm running into an issue. Are there known problems when export OBJ/FBX files from Max 2013? I never use to run into any problem exporting from Maya, but now I'm having all sorts of issues. Here is one: Exporting OBJ/FBX with 2 UV shells in Max With these settings (or any…
When you render hair and fur in 3d studio max, it adds a lot more extra hair that isn't there. How do you export a high poly hair and fur as an OBJ for use with XNormal? How do you export that final rendered look as an OBJ for Xnormal?