Ok, been trying to work on some stuff at home and add higher poly to normal poly workflow into my work.. anyhow.. creating a garbage can lid I'm continuing to have issues. Can anyone show me wtf I'm doing wrong? I've done it several ways and I continue to have major issues with my normal not showing correctly on my…
That is really bizarre, does it move with the object or the faces? Does it stay there if you convert to Editable Mesh and back again to edit poly? Maybe select all of the faces and detach them into a separate object and delete the old object? It might be a frozen spline line or a frozen helper? Do you have anything in the…
Have you tried nuking your model? As in applying a Normal Modifier to the piece, collapse it then flip the normals in polygon mode so the normals are facing the right way again... then apply a reset XForms and collapse it again as well, then re-export it into UE4? I tend to do this stuff whenever my meshes start acting all…
So, I've modeled basemeshes for the clothes and was gonna import them into ZBrush for sculpting, BUT...they don't fit the original model in terms of position and scale. Here's what I've been doing: 1- Exported the head from ZBrush as en .OBJ 2- Imported into Max, default settings 3- Without changing the head in any way,…
Have you tried re-exporting the OBJ with "export normals" enabled? In the GW:OBJ export options you should see: Export Normals (or vertex normals, or mesh normals, don't have max installed on my laptop) Export Texture Coordinates Export Smoothing groups etc Marmoset Toolbag does not read smoothing groups, so you need to…
Just bind this to a hotkey and you're done : string $Objects[] = `ls -sl -fl`; // Store current selection for ($Obj in $Objects) { // Start a loop that will go through each object in your selection list select -r $Obj; // Select the first object in the loop polyColorPerVertex -rem ; // Remove any vertex color data on the…
It means setting all the non-frozen controllers in the position/rotation/scale lists to their default values. There are many ways to skin a cat, for example: fn resetListCtrl ctrl =
THANKS for EarthQuake feedback. I have try triangulated the mesh before export obj .it's still no change anything. But i often do it when import to Maya.it's only for keep same triangle topology like in 3dsmax.and same normal map view. Finally I found out the reason. :) 1.I change the smooth group in 3dsmax.(i have tried…
I've only imported one .obj. The mesh is a combined object exported from maya. I don't understand why I'm getting all those additional poly groups? -- I was able to get the map to show on one mesh, I just re-imported my obj to maya and when exported deselected multiple groups. I am having another issue though, when I try…
Sorry about the absence, I had to walk away from it due to being pissed off at it. 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…