@BittaSingh your file format might be deleting the naming. What file are you using and where are you exporting it from? for instance Zbrush doesn't keep subtool names if you export in obj so you should use the FBX exporter
I'm having this simple issue. I've made a loop selection. but Look at the pivot, Isn't it supposed to be aligned on center? I've tried reseting pivot But it's still there... So I tried exporting obj into maya, and it's working as expected. Somebody help plz..
You should probably strike XSI off the list, unless there's a plugin I don't know about. I've imported a LOT of obj's from zbrush in the past, and not a single one has ever come in with any form of vertex color property : /
thanks, still needs plenty of work, am still roughing it out. i know the neck is off-putting, the head and tapered neck is seperate obj to the body, so as soon as i got the body down, gonna attach the head and fix :)
Feudal Guardian SDK Download (504kb) http://chrisholden.net/warrior.zip This zip file includes Maya, 3ds, and Obj formats, and four seperate texture maps (armor, body, head and weapons). I'll start a skin for this guy soon, and post progress.
I imported the obj file. Its an editable mesh. Am I supposed to try and study the UV unwrap? Its collapsed down I think :P Edit : Lol, never thot of going to uv unwrap. Nice Pelt map. :)
@m4dcow: I will be trying out your method. A question here: what is the purpose of flipping the second identical UV island? Is it for the normals to point the other way? Sorry for the simple question but I am also trying to get a good grasp on UVing identical objs.
As said above, depends on what you're transferring over. I use Blender all the time at work and just use .obj to shift things between programs, but you have to keep in mind Blender won't keep the hard edges and will triangulate any ngons.
You can either import custom meshes for your leaf planes/crosses (fbx and obj should work if i'm not mistaken) or you import only the textures and create the leaf meshes directly inside speedtree by pressing the "Generate Mesh" button under the material.
use the transfer attributes tool. *uv's only *component mode *mirror off *flip uv's off *closest point. have no idea what your up to but that will copy the same uv set from on obj to another. even if its flipped with reverse normals.