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Сообщить о проблеме с переводом
I exported it using an .obj
When I exported it to ZBrush, the whole mesh was exported, it looked the same as in Blender, but then I applied subdivision levels in ZBrush to have higher resolution for applying alphas and the gap appeared.
I'll try to export my lower-poly mesh with freshly applied normals, this time with mirror mod applied either in modifiers or in export settings, don't want to lose the sculpting details.
If that doesn't work, guess I'll have to apply alphas all over again. It's a little annoying, but it's great to feel that the stuff that used to take a week now only takes an hour or so.
Oops, I didn't fully think that through. I realize now that there is an error in my logic - if the mirror modifier was not applied, you would only have one half when importing the .obj into zbrush. So it can't be that simple.
My other thought was that the part that is disappearing is because of your normals being inverted, but this makes me doubt that as well:
This makes it sound like something is wrong with the mirror modifier, but it can't be that it isn't applied because you should only have half the mesh. I think. It is almost like the mirror modifier is there, but not merged at the center(clipping setting issue or something), and when you apply the subsurf in Zbrush the smoothing that is applied pulls those verts slightly back causing the gap.
Yeah, that sounds likely. ngnht, make sure merge and clipping are turned on in your mirror modifier. And after you apply the modifier, check to make sure the vertices on the mirror line are actually connected. You can hover over part of the mesh in edit mode and hit "L" to select all connected vertices. If it only selects half of your mesh, they two halves are not connected.
Yes, when I applied the mirror in Blender the latest time, that is, before exporting, even with clipping and merging options activated, the middle vertices acted weird: the two halves were connected, but there were 2 specific vertices that somehow just wouldn't merge with each other, and would open up a triangular opening if I selected them and moved around.
And even after some manipulations they did connect, if I Alt+Selected the middle line along the
whole length of the model, then moved it intensively with my mouse, continuously to one side over the edge of the screen, this selected line would eventually move to the side gradually instead of staying in place and moving only at Y-axis.
I mean, instead of moving up-down and forwards-backwards, it would also gradually move left-right, while with both halves still being connected.
I don't understand that last part but you have to make sure they are all connected before exporting. You can do the following to find any non-connected parts:
Go into Edit mode, deselect everything, then pick Select -> Select All by Trait -> Non-Manifold (or Shift-Ctrl-Alt-M). That will select all vertices that are adjacent to a boundary, i.e. not connected. Any vertices that are selected and that are not at an intended mesh boundary you'll have to fix (=merge with another vertex).
No, solid mode (as the name implies) can only show your models as solid colors. Is there a specific reason you need the maps to show up in solid mode?
I need to bake an animation so that the render doesn't calculate every single deformation, is that right?
Also, I should be doing all this in Cycles render, right? I had troubles baking maps in Blender Render, and Blender Render's rendering viewport doesn't show anything, too.
I'm no expert when it comes to animation but I don't think there is any point in baking the animation as long as you stay in Blender. You usually only do that to export it to some other software where the bones and other Blender specific parts don't work. Or if you have computationally intense physics based animation (cloth, rigid/soft body etc).
I strongly suggest Cycles, yes. Blender Render is severely outdated and shouldn't be used anymore. In my opinion.
What you could also do is download 2.8 and use the new Eevee engine that allows realtime rendering (like a game engine). It's less precise/realistic than Cycles but it probably would be more than enough for your purposes. The materials are identical between Cycles and Eevee, so you can easily switch from one to the other as you see fit. Just three things to keep in mind if you try it: 2.8 is still in Beta, so save often. You cannot open 2.8 files with 2.79, so make sure you keep a backup. And while the materials are identical, the lights work differently, so you may have to create a different lighting setup for Eevee and Cycles.
An added benefit would be that you can work with Eevee turned on and see the applied normal maps and materials while you do so.
But of course that would mean learning 2.8 and Eevee, so maybe stay in Cycles for now, and if your final render times are infeasible you can think about switching.
So I just put it off for now.