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Old 09-04-2009, 02:10 PM   #31
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any ideas how to transfer knot from highpoly without having it in lowpoly? It eats up insane amount of polys
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Old 09-04-2009, 04:26 PM   #32
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Does anyone know how to make ambient occlusion renders from XNormal NOT have a blocky shading. Its like is has a big squares over the gradient. Turning up the ras didn't seem to do much, unless you are meant to use an insane amount...
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Old 09-04-2009, 06:45 PM   #33
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help!


why's that happening? it occurs when I subdivide the base mesh
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Old 09-04-2009, 07:48 PM   #34
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weird

personally I'd export, clean up and reimport to see if that sorts it.
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Old 09-04-2009, 07:54 PM   #35
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That same thing was happening to my weapon when I brought it into z-brush. So I exported it back to max and noticed that the pivot point was way over to the left, causing verts to do that. I just aligned the pivot point to the center, then reset the x-form and it was fine when I brought it back into z-brush. Hopefully that will help ya a little.
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Old 09-04-2009, 08:15 PM   #36
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thx guys, I'll try. What's interesting, that the first time I exported it from maya to zbrush, it was all fine, except for two polies, which had their normals flipped, so I had two black holes on the model. I sorted that out, now I have this.
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Old 09-04-2009, 08:21 PM   #37
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Quote:
Originally Posted by SR_6274 View Post
That same thing was happening to my weapon when I brought it into z-brush. So I exported it back to max and noticed that the pivot point was way over to the left, causing verts to do that. I just aligned the pivot point to the center, then reset the x-form and it was fine when I brought it back into z-brush. Hopefully that will help ya a little.
one question: should lower the subdiv level back to 0 in zb before I export it back?
thx
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Old 09-04-2009, 09:04 PM   #38
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yeah

do that, reimport and project the sculpt from your highest division onto the imported mesh
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Old 09-04-2009, 09:22 PM   #39
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poopipe, SR_6274, thanks for the help. I'll invite you for a beer when this thing is over
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Old 10-04-2009, 02:40 AM   #40
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Can you bake diffuse with Xnormal? There doesn't seem to be a duiffuse option?! or am I just that blind!?
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Old 10-04-2009, 04:35 PM   #41
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yeah, you can, i've used it since normal map created using xnormal are shifted respect the one you create from zbrush, so if you use polypaint to make a texture, that texture will not match with the normal created in xnormal
so i used this workaround: the channel you need to bake is "bake base texture", and in order to make it work, let create the texture you need in zbrush and export it,then in xnormal, in the highpoly rollout where you select the high poly mesh, right click on the object that should project the texture map, and in the menu that appear select "base texture to bake" and select the map you previously created, then all you need to do is going in the baking option and activate "bake base texture", in the same way you create the normal map
this is all ^^
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Old 11-04-2009, 08:34 AM   #42
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thanx joseph sir and spartan sir.
few more noon Q's:
1)how can i retopolize zspheres?
2)how do we sculpt mechanical stuff?
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Old 11-04-2009, 07:10 PM   #43
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one of my idea is to put the LOGO as the pattern of the worm
maybe i will change the pattern a little and change the color
maybe the edge will not so sharp
but i dont know if it is allowed
if it is not allowed maybe i will try another way to put the logo

I have post this in my own DWIV Thread, but i think maybe i post it here is better
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Old 12-04-2009, 03:15 AM   #44
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Talking

When you import an object into Zbrush it doesn't take into account the pivot point that you had in your native 3d program. It bases the pivot point at the exact centre of the volume of your mesh (volume of the bounding box, that is). To get the pivot point centred to the original place is tricky and involves a tool in the transform palette called 'S.Pivot'.

Anyway, I posted up a pseudo technique in my thread

http://forums.3dtotal.com/showpost.p...59&postcount=8

Hope someone finds it useful. Not only good for concepting but for manipulating images for textures.

Cheers,
Paul
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Old 12-04-2009, 04:16 AM   #45
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You should be fine there LemonW.
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