Hi guys, I exported my UDK terrain mesh as an OBJ file, and when I import it into maya, I can't seem to soften Normals... I've tried unlocking normals, deleting history.... Its getting really frustrating! any ideas!??!
Not the greatest at hair personally, but i think for me at least this workflow works ok from fibremesh in zbrush to curves exported as obj to blender. convert to curves then used hair tools plugin to add a profile + taper
[ame=" https://www.youtube.com/watch?v=kB4JFK90LHA"]Modeling a GLOCK 19 9mm hangun in Maya - OBJ included - YouTube[/ame] This guy is using the create polygon tool and models his gun to the end.
Basically the default ones. Max obj with smoothing groups + split UVs + cage from max --> default normal map in xNormal. Btw: you are checking your maps with a proper realtime shader, right?
oops sorry I figured out the problem, @battlecorw is nothing to do with normal maps I just forgot to turn on smoothing groups while exporting obj from Maya. Didnt realise it lol
The sliders are more for the procedural patterns. Rotating the UVs can be a quick fix (and you can use multiple OBJs to store different UV sets, allowing you to make one that is more ideal for noisemaker).
not an expert in TF2, but I can google: http://developer.valvesoftware.com/wiki/DMX also how to convert dmx to OBJ: http://forums.steampowered.com/forums/showthread.php?p=19348700 so dmxedit should be in the SDK of TF2
I sent an OBJ and TGAs for textures when I submitted the Pain Train, so it's certainly possible to get non-compiled models in the game. It's a lot less likely, though, for the reasons Mark outlined.
Yeah something like that, and loadMAXFile f; would need to load a .model so I'm guessing this needs to be changed? .fbx .dae .obj .3ds .max are the export formats I'm interested in, and .model is import.
Probably you need to explode some parts of the model to compute the NM/AO. Also sure the "Use cage" option is checked in. Avoid Blender's beta OBJ exporter if you can, it's very buggy.