Sorry it took some time, I downloaded the project and looked it over, it seems to be some sort of issue in the OBJ-file itself. But I just saw that you posted this in the PImps & Preview section, does that mean you figured it out already?
some progress of the insect people i'm working on, for moment it doesn't have any texture and i don't have yet add the clothes stuff. insect_people1.obj (click to view in 3D) hope i will be able to finish the first level ! :D
SpriteUV2 1.0 has been released! What's new: * Spine animation ( exported as json ) atlas repack * Import TGA, PSD * Export atlas to TGA format * Export sprites mesh to OBJ format * Export as single file * Bug fixes
yeah Im not sure whats causing those errors but I would just check the obj export settings make sure its using the normals/smoothing groups of the models in your modelling app, nice work so far anyway
Ok I took an object from 2010 exported obj to max 9. Turbosmoothed both for the high poly and max 9 is steady at like 250-400 fps on screen while 2010 is at like 20 What the hell. Thats insane!
OK, I've updated the .ZIP file now with the OBJs in quads/tris form (it was never 100% quads). But this should make it easier for rigging (Flynny! Redownload!) and for Disco Stu too. And anyone else who cares how their geometry is cut up!
Hey guys. So I was wondering if anyone has tried using Roadkill in Max 2009? Basically the program relies on an OBJ export maintaining edge selections. In 2009, it doesn't seem to do this... I've tried a few different things, no luck. Anyone else have this problem?
So i unwrapped and texture my model in the A pose. i then exported and obj of the model to zbrush and used transpose master to pose my model. Does that destroy my unwrap of the model when i use transpose master to move the model into a pose?
I'm still learning Maya at the moment. I was wondering what your approach is to getting a hi poly ZBrush file from Zbrush into Maya? I exported out of ZBrush as a Maya file and as a .obj. Each time the model comes in flipped. Is this common?
Does Zbrush have a setting where it ignores NGONS and just leaves them be? I don't want Zbrush to auto fix NGONs when importing and OBJ manually or through GOZ. Is there a setting in Zbrush called ignore NGONS or if encounter NGONS, do nothing.