Can a Max user take the following OBJ file and using all non-planar tools to which you have installed on your machine make the OBJ file completely non-planar. I want to understand how Max handles such a situation.
Hiya, so I'm trying to get models from Max to Maya for rigging/skinning. I've tried using obj and .fbx, but both have issues. OBJ loses smoothing groups, fbx triangulates. Anybody have any good solutions?
I wonder why this haven't been posted here, since it's a pretty interesting talk. Ok it's actually not directly game-dev related but still quite worth the watch. Especially when he starts to talk about User-created content distribution. [ame=" https://www.youtube.com/watch?v=t8QEOBgLBQU"]Gabe Newell: Reflections of a Video…
group option in zbrush when exporting as obj will sometimes result in split up geo. if you need to export as obj. turn of groups for export. But if you must need the groups, export as FBX instead.
not yet, but soon! however, you can yet export to .obj, incl. UVs and materials; these .obj's are correctly read by Blender, 3ds Max and Maya (although splines, patches etc. are lost this way of course).
These stray verts are typically left over from mesh construction in another program. I'd suggested optimzing the mesh, then exporting it as an OBJ and reopening that OBJ. that should clear out the odd verts. Good luck.
Use both, finish a highres sculpt in max or zbrush then in zbrush zremesh or dynamesh the high sculpt to a lower polycount and export that obj to max, then in max add the final touches to the low poly obj and bake
If I remember well , You can export from Editor in .obj files. So, create one simple map ( room ) , put there some static mesh and export it in .obj - and then import into 3DS MAX.
I don't know of any built in way, but you can use this script: macroScript CloneKeepNamecategory:"monsterBlues"toolTip:"Clone Keep Name"buttonText:"Clone"( newNodes = for obj in selection collect (copy obj name:obj.name) select newNodes)
hhhmm well, this probably doesn't help you too much, but I'm certain that the triangulation is being done on the max side. Since a maya>maya obj doesn't triangulate. Are there any .obj import options from within Max?