Hello
So basically iam a maya user and my client needs the output in 3dsmax scene file with some materials applied and also the smoothing groups.
So i applied the Soften/Harden edges in maya and exported the file in format OBJ to 3dsmax. But in max unless i apply the modifier "Edit Normals" the normals aren't looking fine. So i have to apply all the smoothing groups again in max. Is there any way to skip it? Like i have already exported the file with "Smoothing : ON" in obj export options right? but still i have to apply the modifier edit normals.
Someone can explain me any technique to export it with normals perfectly so that i need not apply the smoothing groups in max again.
Softwares using : Maya 2014 and 3dsmax 2014
Replies
Like Obscura suggested I would stick with FBX since they fully support that and keep it up to date. It is what they use to bridge the gap between their apps. It's not perfect it won't transfer rigs or get certain materials perfect but it's a lot more solid and carries over a lot more than OBJ.
if you choose to go with FBX make sure you end up with the correct scene scale and orientation though. there is the occasional surprise to be had with it...
At least on my explorations on that issue it just didn't work that way - if someone has a simple solution I would be very interessted..
so yeah for max 2016+ you could try this:
http://polycount.com/discussion/comment/2514219
basically a way to reconstruct the hard/soft edges from explicit normals -> smoothing groups.
Also this is not rigged/animated object. It is just a vehicle with in game mesh which is to be delivered to the client in max 2013.
After that i am just selecting the object in element mode and activating auto-smooth from the smoothing groups section and 90% of the work gets done Never knew 3dsmax was this good for smoothing groups