sorry to derail slightly, but is there ANYTHING like polycrunch for maya? or an independent app (free/opensource in particular)? i've googled to no avail, so if anyone knows any better....! *edit* xnormal helps a bit, just because it doesnt crash with super-detailed OBJ's but it'd be nice to get stuff into maya in a…
@TypicalMale To elaborate, I'm only curious because at a glance your topology in my opinion had indicated either 'high flow' (high to low) or probable midpoly (hybrid trim sheets) baking methodology and as an aside personal preference nowadays I tend to lean toward the latter, when generating mostly static large scale HS…
You my dear sir deserve a huge medal made of nothing more than the Koh-i-Noor itself. At last I got the weapon working in-game. YES! Had to export it to .obj to embed the texture. The problem with the .3ds still exists, but at least I can get the model working this way. Cheers!
I still use xnormal. I tried out knald and its pretty fast but I'm not a fan of how it won't load all your low poly meshes if they are separate objs. I have yet to try substance but have heard great things. Can substance auto generate cages like xnormal?
Hi, first off, what app are you exporting from? Which format are you using? Some of the latest versions of max/maya seem to have issues with the newest FBX. If OBJ from max, try turning on/off "optimize normals" and make sure you have "export normals" selected in the export options.
This should allow you to set the size of the mesh exactly. I wrote it some time ago when someone else was asking for a similar tool. Download So far as the cause of your problem goes check your OBJ import/export scale settings. there is probably something other than 1.0 in one of them
You don't want to export to MD2. It's very lossy. You can try exporting to OBJ but there's no anims, but the mesh is pretty clean. Also, a smd (hl and hl2) exporter is in the works, complete with armature. He doesn't want to make an import plugin though which is just as important imo http://forum.moddb.com/thread/13334/
The high poly is finished. Control edged. Dont suppose theres some magic button you can press to do them. Subded twice in wings(it just managed it). 82,984 polys. Smoothed Next its the uving and the whats ya macallits. Heres the obj if anyone wants it. http://www.mediafire.com/file/jzznfwy4n5h/Orkchainsword.obj
I believe you can save UT maps as .obj files from Unreal Editor. But you'd still have to reapply the textures once you opened it in Max, and depending on the size of the map that could be a huge pain. Sorry, that's the only thing I can think of. Maybe someone else know a better way.
I fixed up a quick head basemesh for anybody who needs one. It's pretty hi-res so might be best to adjust the base level to the right proportions you want before subdividing. No UVs. There's an OBJ file and I also included a ZTL file with eyeballs. http://www.dominicqwek.com/downlaod/dombasemesh_02.zip