Hey PC I have some odd issue when exporting a custom cage from 3ds max and bringing it into xNormals. I've used this method countless times before and never had this issue. I've created a cage mesh using the projection modifier and exported both separately as objs and it claims that the vertex count is off. They have the exact same number of verts in 3ds max, and when I export I am making sure that smoothing groups are on for both so vert count shouldn't differ from the LP to the cage. To make things even weirder when I export both meshes separately as FBX, xNormals accepts them. Unfortunately I have a lot of mirroring and for some reason my smoothing turns out messed up with FBX.
Here is a shot of the LP with a projection modifier
and one of the exported Cage mesh
These are my export settings
If anyone needs more info or might have the answer to my issue please HELP!!! Thanks!
Replies
For your overlapping UV shells FBX problem, have you offset the uvs before export?
Also try fbx format, i believe i ran into that problem too and this was my solution.
Have you tried to make the cage directly form XNormal using the 3d viewer?
@Quack! no worries, if by some chance a solution comes to you please post hah Thanks.
@Fwap Thanks I will try the fbx format again, I was just having issues with my mirrored uvs (even though I offset them).
@BavaMonster Oh yeah i can make the cage in xNormals, but to encompass everything the cage gets rather big and distorted. I'll try again and see if I can tweak some stuff to make it fit better. Thanks!
Also, take a look at Channel Info to see if you have a bunch of dead verts, might do something for you.
use the xnorma format .sbm! andput an edit mesh between your epoly ad the projection modifier, no need for tha if <ou work with editmesh tho
then you can export your model WITH cage in one file