For Bulletstorm we exported Levels as OBJs to work on the Animations matching the exact ground and obstacles of the level we were staging in (all work was done in Motionbuilder). Having a proper FBX Support seems to get this workflow even better and more streamlined.
Try exporting as an obj with precision 12 and normals, uvs, and smoothing groups checked. At the end of the day though the errors you are talking about no one ever notice in a game. Even a first person shooter. So I wouldn't be too concerned.
Are your UVs disconnected at every face? Load up the OBJ in max and double check that your UVs are welded together as you originally intended (it seems very common for this to happen between 3dsmax and zbrush unless you export a certain way)
Thanks. If the loaded .obj has UVs it will take them and reverse them along with the mesh. It this case "maintain" means that it keeps uv seams and how they are arranged and stuff, not that It will keep every uv face, they also get reversed. Hope that makes sense.
Do you think it's better to do correction on zbrush or on max? If i export an obj object, i could have the deform tool of zbrush and it'll be faster than max. Do you think it's good way to correct it? Thanks for feedback!
Something might be off in your scene setup, then. Try taking everything out of any hierarchy you've got set up and combine all assets into a single object per UV set, then export as OBJ or FBX, or both, and try that out!
Looks like you're using maya. How are you applying the map? Also, is the mesh imported from another program? If you're importing an obj, you can try selecting your mesh, then on the top menu doing normals-->soften edge.
are you using the zbrush preset when exporting your obj? if not - you're in for a world of pain and this could be one of many symptoms. the bad news is that if you didnt use it when you exported the original base, using it now probably wont help.
so what happens if you collapse your stack before exporting? I've never seen the max obj exporter do anything like this if you had modifiers on the mesh, im thinking you have a hidden mesh in your scene.
the benefit to sending to unity with fbx over OBJ, with be scene hierarchy and fbx supports instances, you can more or less send a whole scene already assembled in fbx to unity, and unity just treats it as separate objects all grouped together.