It's better to use fbx export for baking with XNormal, since that format can carry exported vertex normals (and in 2.71, tangents and bitangents) that XNormal can read. You shouldn't use objs to export to XNormal unless you're using ZBrush.
I also started a completely new scene in Max, merged the eyelash hair object into it and exported it... and it somehow imports the eyebrow hair into UE5. How does this make ANY sense? It's exporting data that isn't even in the scene that it's being exported from... My mind is just frazzled.
Hi, I wanted to do some texturing for non-pbr spec/ glossy shaders in Photoshop again and i miss this script a lot. It basically exported layer groups marked with a ~ sign as corresponding files (diffuse, spec, glossy etc) and allowed for single hotkey export. Does anyone know of a similarly easy export script?
happens all the time on meshes coming from zbrush with crude UVs going on. we have export settings for our HPs which turn off export texture coordinates for all meshes before export, just to avoid these hard edges.
yeah, xforms have been reset before exporting to OBJ using these settings, in xNormal, i use ray distance. iv tried with both exported normals, avarage, and hard (setting the corresponding in max8, as exported, 1 smoothing group, no smoothing group)
This still doesn't mean that you will not encounter this problem. Today I exported model from Zbrush (with UVs), imported it to Houdini and exported again and it was messed up. Then I took it back to Modo and just exported it again (I didn't changed anything) and it worked.
Unity will end up making game objects for everything you export to FBX and it'll just create empty ones for stuff that's controllers or rigging helpers. I'd just export the mesh itself and the bones that it's weighted to. Just select 'em and Export Selected.
Sounds like the UVs aren't getting exported with your .obj. Do you have texture coordinates checked on your export options? What happens if you import the obj you just exported back into max? Do the UVs show up then?
Simple to fix with export settings from Zbrush. Turn off this button : In fact, also turn off "Txr" and "Mrg" unless you specifically want to export your highpoly with texture and UVs. It makes the export faster and the obj file lighter.
Maybe someone can export it as FBX and Collada? I think for binding the mesh to it in and exporting the character you only need the FK bones, right? No need for the whole working rig with IK. Or are there any IK elements used in the engine after export?