Anyone else experiance this program deleting polygons and or placing them in odd places throughout your scene ?
I'm using v2.08 with 3ds max 2013 obj exported using the zbrush obj preset.
I'll get the odd faces error message on import and those were some ngons. so I brought it back into max and fixed those. I bring the model back into uvlayout without any error message and it still deletes polies and leaves holes throughout my model parts....I see the holes when I bring the model back into 3ds max to check it.
I dont see the holes in uvlayout.The polies are were they are suppose to be.
This is really frustrating and I see no reason for this to be happening.
Also before I export I make sure the pivots are centered, reset xform is put on all parts and stacks is collapsed.
I then will alt right click and freeze transforms hoping that might also prevent the polies from behaving strangely.
Any advise ?
Replies
Yes I did get the odd faces error but I brought the model back into max and removed all ngons orginiaally before i posted here.Turned them into quads.I didnt allow it to clean the model becuase it messes it up for me too.
When I brought the obj back into uvlayout and laid out uv's and brought it back into max ( btw there were no errro mesaage on this 2nd import) it removed polygons and I had gaping holes throughout all objects in my max scene.
Any advise to avoid uvlayout creating holes in the mesh and recombing objects in wierd ways ?
The file doesnt have any ngons or non-manifold edges, or any double faces. I checked those with stl check modifier prior to export from max.
I wouldnt mind doing so, the file compressed is 40 megs. It is the GW Tiger tank that I made in this thread here:
http://www.military-meshes.com/forums/showthread.php?t=5642
Currently I have it cut in half and was planning on using symmetry after bringing the model back into max so I can maximise texture density.
Keep in mind the error I was talking about doesnt appear until I bring it back into max. It looks fine in uvlayout but somehow becoming corrupted during the uv process and import back into max.
Yes that was the plan. Laying out good uv's in uvlayout and then stack and move parts off into 0-1 space in 3ds max. Doing uv's in max imo is horribad.
Here is my max import obj settings:
This is the corrupted obj file. try to move around the parts in ur 3d app and ull start to see the gaping holes that headus uvlayout corrupted in the mesh. Everything was fine up until I got almost all the uv's layed out and got a fatal error message. I brought it back into max and saw what it butchered the model ;/
http://www.sendspace.com/file/ymwrd6
Here is the original max file in 2013 version for what it should look like. i have it in half for symmetry after uv's are layed out.
http://www.sendspace.com/file/2e9ekd
here is my export settings