It happened to me a couple of times. From what I can tell this is specific to fbx. Try exporting out your mesh as obj, then putting it back and exporting an fbx.
After setting it up once, that's what it is now for me, a one click button to export all maps with the option to export only the map I'm currently working on as well.
Blender's .obj export script doubles the verticies dued. ;p export and then load it back in blender and you'll see it doubled i think Horrible 1st post hmm
"Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes." That's not exactly true. In QIIIA the elements with smooth deformations (torso and legs) are not skinned meshes (as in, driven by a skeleton) ; they are purely vertex animations. They can of course be authored as skinned skeletal…
Thats the problem! I can't export from Zbrush to maya...maya starts, but no model inside :( ...but I can export from Maya to Zbrush without a problem..
if you are baking in xnormal make sure to check your export settings on your low poly and make sure you are exporting the smoothing information (smoothing groups)
on export, export tangents and binormals. on import, uncheck import tangents (keep explicit normals turned on). I know this sounds counter intuitive, but it usually works for me.
Thanks for the replies guys. All the uvs there are welded correctly. I'm exporting from xsi and it doesn't have an optimise button during export? Any other thoughts?