dont maya have something like max Asset tracking.. just specify the directory and it links it up by itself... By the way... If i do a tree, import it..it just hangs... but the obj format works...but it makes it one color then....not very usefull..
I know some of you are loyal to the funkyBunnies script, I ask you to take the OBJ file attached in a previous post;and make the polygons in the mesh non-planar without moving them along an axis as the funkyBunnies script will do.
Hey guys, sorry for all the noobish questions. How do I merge my subtools? I've been looking online and I can't find the option to do it. I want to save the whole piece as one obj for xnormal.
You could probably output some obj in MakeHuman as a reference and import that with the opacity set low and your model set to xray (so it's always above everything else). Until then, <Andrew Loomis figure drawing for all it's worth response>
Max has a bad habit of keeping around old junk data in meshes. Reset Xform helps sometimes, but often a good way to clean it out is to export the mesh to a simpler format, like OBJ, then start a new scene and import it in.
possibly a silly question, but whats the best way to triangulate your mesh? i tried tessellate, but i feel like its adding a lot more than it really needs to, can i just export as OBJ? that triangulates doesnt it?
Hei guys I have a question. What happens to the object if they are not unwrapped but are in the OBJ file? and If my object looks the same in Low and Hi poly is it ok to bake it like it is? or should I hi up the subdivision level on it anyway? Thanks ;]
Are you asking how to bring the high poly into maya? It was just run through decimation master so it wouldn't kill maya performance then imported it as an .obj into the scene. Got some bakes, pretty happy with how the dynamesh stuff baked.
Why do you need Blender only artists? For unwrapped models, all you need is an .obj, which can be put into any decent 3D program. I know you've already found someone, I'm just curious.
Hey @Jerc the obj download has some pretty broken face groups as viewed in Maya. e: seems to bake in SP just fine, I just went about my usual mesh-checking habits before doing it.