Im using 3ds Max for the modelling, export to .obj & .fbx and used xnormal for the baking. Meanwile I redid the UV, adding the new arm two the base texture sheet and avoided middle-seams. Anyone knows a trick how to add decals to mirrored items without getting mirrored decals/text?
No problemo. Good to know GoZ worked out smoothly. If importing an obj the other way does anything other than smoothly update the geometry and UVs (instantly and quietly), then its likely that the vertex order has changed. I find this is more likely to occur if there are polygroups or if Tool: Export: Grp is on (which it…
Check your PMs, Noors. Although I found it easier to right-click and use Save As to get the filename. Note: the images are already there on the new wiki, just the page code didn't make the transition. Though other files like PDF and OBJ do have to be re-uploaded. Thanks again for the help!
Amazing script I would modify a bit script like so on btn_generateRockFromSelected pressed do( -- check if selected obj is not rock itself because it will be deleted -- and selection will be empty and script will crash for o in $ where o.name == "generatedRock" do deselect o if $ == undefined do ( messageBox "No mesh was…
humm... never used Accutrans or .cob format so I can't be that helpful with regards to that work flow. BUT there are easier ways to get models from Max to Gmax using a few plugins/scripts. 3ds importer v1.1 - gmax OBJ importer v1.1a - gmax Quake-3 md3 importer v1.0 - gmax
I just rotated it and then exported it as a separate obj. When I was texturing this I had a mesh that was open, one that was closed, and another which was just the exploded un-mirrored baking mesh so that I could see all the parts which are currently occluded (such as the inside of the back of the frame, which is covered…
You'll need a mac to build the game on an ipad / iOS device, but starting with a PC as the platform is the way to go to. The point and click nature lends itself well to the ipad. I've made two games for iOS using Unity and javascript/unityscript and now use Obj-c and c# in my real job.
kodde, I just tried it and have no problem exporting. are you sure all of your normals are pointing outward? this may not be important for your model or task at hand but for .OBJ this is very important to show the planes correct in openGL. EDIT: nevermind, I got lucky, It doesn't seem to work so far
Both obj and fbx contain texture coordinates (UVs). With fbx however, you can also save vertexcolor, the scenes size, more than one UV set (and much more). You can export your UVs as a texture from Mayas UV Texture Editor: Polygons > UV Snapshot
If you would like, you can upload your full high + low(in separate objs, rared/zipped) and post here or PM me the link, and I'll just pick out a section and make some changes to give you a better idea how I would go about doing it.