I just tried it with a OBJ, same deal looks perfect in SP viewport but doesn't sync with UE4.7. OBJ actually looks worse than FBX for some reason. Modo does not export tangents and binormals.
Exporting with n-gons/non-triangulated geometry via obj still produces holes, which is why I use turn to poly modifier to close up any ngons. An equivalent is to simply triangulate your mesh then export as obj.
What's your fbx export settings look like from max? And how are you importing an fbx into zbrush? Zbrush likes to import .obj's natively, and the fbximporter is probably what is causing the triangulation. Best to just export as an obj and import that.
>At first it was multiple There's your problem. Create a single mesh group, name the OBJ after the *.PSDs - in this case, name it cage.obj. Try reimporting it and see if that fixes it. If it doesn't, create a new project with the new OBJ and the issue should go away.
A basic OBJ template can be nice to start. All those scales on 3D softwares are complete mess and importing OBJ in 1:1 will resolve doubts. A. There is! It's the first step to creating your floor for Polycount Tower. The rest of the steps are here.
Make sure you have colourise enabled in ZB when you export your .obj .Obj is fine and will store your vertex colour information. In Xnormal bake a 'highpoly's vertex colour map' instead of a 'base texture' map.
How about an exporter for max's obj that gets rid of history and all that junk, so the geniuses that keep putting sdk's up from max dont make me have to go through maya to get an obj that works in xsi.
What version of Max? If you are using pre-2009, download the guruware obj exporter for Max (2009 just took or bought it and release it as their obj exporter now, but it is the same thing). That should fix your planar-UV map issue.
So, I did the high poly sculpt, exported that as an OBJ, made my low poly and UV'd it, also exporting it as a .OBJ When I put everything in xnormal, this comes out: If it's any help, the high and low poly look like this: halp plz
Yeah the deal with hard edges tripped me out when I read that thread by EarthQuake, but he explained it really well. I'll have to do a lot of work to fix this model, so in the meantime I went to the bare basics of baking just to see if there is a software problem. Turns out there is an issue when I export the mesh as FBX…