Hey guys, been off of the forums for a while to try and figure what was going on with all of my models. It all began when I was creating the props from the Big sandwich art test, you can see some of the errors here:
http://boards.polycount.net/showthread.php?t=69375&page=2
It seems that maya is exporting my models with hard edges on uv seams and other random spots. it looks fine in maya, until it gets into xnormal, max, or marmoset
the main problem is that I cant change the edge hardness until I export it as an obj and import back in. I then can change one group of edges before it wont allow me to change it anymore, and I have to re-import.
also, I have had problems with face normals, essentially the same thing, but a face will look ok in maya, not in any other program,
export, import, and now the problem is visible in maya and im now able to fix it.
What is this? I dont even.:poly127:
oh, and maya 2008, latest versions of xnormal an marm
Replies
i tried deleting history, doing mass changes, one edge at a time, but I always have to do the whole export/import thing to get any changes done, I think I'll reinstall Maya
And ajr2764,
hey! north atlanta, near brookhaven station, rich section in a cheap apt
You can also add an extra safety and perform a normals>set to face. Everything will be raw and hard edged, ready for edits.
Good luck!
I see this alot and it tends to lock your normals.
no, Ive been using soften, didnt know there was a difference between the two though.
Ive never seen this locked normals thing before, doing research now:)
gcmp:
well, Ive always used .obj
and Ive been taking the model in between marmoset, xnormal, and maya.
but the problem is not with the objs, they work perfectly. its just inside of maya, ive been having problems.
what is better with .sbm? why is it better than obj?