I'm a newbie...I don't know all the tricks of subD modelling I'm trying to learn by myself...and sometime i find it quite hard. is there any thread or website that shows some useful tricks and workflow of how to model in subD ....for example i find quite hard to model big pieces, like this one... do you guys have any…
How are you "sending them back"? I save my UV'd object as an OBJ through the UV Layout save window, and then just drag and drop the OBJ into my open maya project's ortho viewport. I am using 2016 as well. Question most likely belongs in the Technical Talk section as well, but nonetheless, try the method I described above…
I find it that I often use Obj when baking with Xnormal because I hate Fbx, Obj allows to save the smoothing groups, and generally just works better for me... About the cage mesh...well I'm still new to that as well, I usually make a slightly scaled up model of my low poly, and use that. The cage mesh has to have the same…
you could break up the UV's into islands with the boundaries as the edges you want rounded.... export as obj load into this tool then using the element mask in photoshop ..... add a gaussian blur and use the nvidia plugin to convert to a normal map..... for example a simple box uv elements (just each side)... guassian @…
Goat Justice I found out that this is somehow connected with export-import and normals. When I exported .obj and opened it in Marmoset - problem was there too. After some false tryies I happened to find the reason - in the "OBJ export options" --> Normalise tab ---> I marked "Normals". And the problem vanished. Also it…
Blood Elf Engineer WIP 30 5216 triangles at the moment. A little too close for comfort. Need critique on wires and topology etc. Gonna start making all the loose props in the mean time. Legs are fused to the body, but I still got floating geo going around. Once again, unsexy wireframe shots through Maya. Marmoset is still…
Hi! If you have maya at hand, try exporting the obj from max to maya. I noticed recently that maya is extremely picky for obj import, and thats a good thing : it found an error (simply not opening the file at all!) that neither Max (even after STL check) nor Mudbox picked up, on a lowpoly I was working on. And after…
Oh! you meant an Object Space Normal Map Preset... for some reason I thought you meant load in a lowpoly kinda like xnormal does. I read the OBJ as an OBJ file. *shrug* Is it really standard? I mean yeah these 2 new programs use it, but I would be curious as to how many are actually doing this on a good number of assets in…
Oh also, I have had a few people ask me about blender support with handplane. Blender should work happily with handplane through obj files. Set the "Baked In" option to Auto Detect and keep your models triangulated. If you are going Blender->handplane->Unity make sure you are exporting normals correctly in your OBJ file.…
@Reza You need to crease the edges that I highlighted in green to maintain that hard edge. You tried to export the creased mesh into ZBrush using an OBJ right? That's the problem, OBJs don't save crease information. I don't know if there's something similar on Blender, but on Maya you can just use GoZ to get the mesh into…