Thank you for the advice! I make all my highpolys using zbrush. Use .obj's for import and export. I'll try fbx for the lowpoly (can't export FBX from zbrush), but I don't think that's the issue since I only export an object with smoothing data on it. FBX just incudes other stuff as well.
Check and make sure you're exporting normals/smoothing groups, and also check to make sure that your normals/smoothing groups properly represent the surface type you're looking to create. It's also worth resetting transforms before you export, triangulating before exporting, and switching to *.OBJ if you're using *.FBX,…
If you are exporting with turbosmooth, in the export option do not click on the option for turbosmooth. It's weird, but its supposed to be off for some reason. Also make sure you have set it to "by mesh name" in SP and named them correctly with the high and low suffice.Especially the turbosmooth export option tripped me…
From what i've heard, modo is one of the best tools to do 3D stuff nowdays. My concern is about import/export I mean, Modo steam edition only imports/exports to DOTA 2 and Source engine stuff, or you can use for other goals? In the description says that exports in FBX. But only for dota?
Hey Froyok, there seems to be a bug when export settings are set as FBX. I'm getting an error in the CMD that says: Computing...
Error: Scene File_Location.fbx couldn't be loaded!
echo ---------------------- I'm running Maya 2016 SP3, I've tried exporting FBX versions 2014,2013,2012 - all giving me the error. Exporting as…
the reason why i (personally) triangulate is to make sure that both target engine and export both have exactly the same triangulation. in max i'll use a triangulate modifier (non-destructive) and export the mesh for baking down normalmaps etc. and keep the modifier there for final export to engine, that way i'm absolutely…
have you made sure that when you export the mesh from maya you are also exporting the normal data? maybe maya is averaging out all the normals at export and that is what Xnormal is getting. Low probability but maybe? you can also post your mesh file here and I (or someone else ) can check.
Kat: Cheers, I'll give that a try tomorrow (don't have access to relevent models here) ... thing is, I tried out Blender's native LWO export, and it didn't appear to work when I tried taking it into Radiant - are there any export options I need to check? I couldn't seem to find any settings for the exporter.
If you imported the object in pieces you could ctrl+shift areas of the mesh to hide/show them and export them piece by piece. And Even if you didn't you could just mask hide a part of the mesh > export, then invert and export the other half. You probably wouldn't notice the seam once imported to max.
Sometimes it might be needed to edit mipmaps, especially for alpha maps on vegetation. Thing is, to be able to edit a mipmap. you must export your texture to DDS. Open the DDS, edit the mipmaps, and export again. (right?) But this sucks because the DDS will have double compression. Unless there's some lossless DDS export…