igi - yeah I usually uv in Modo (loooove uving in Modo), export, use script to assign smoothing groups to uv islands and export to engine. WarrenMarshall - on luxology forum someone posted max like interface for smoothing groups (>>LINK<<)
hum why don't you export the cage created with the projection modifier and apply the same push to that? At least you'd be sure both have the exact same topo. Also be careful with the export options (for OBJ) I'd recommend to uncheck the "optimize" section.
hi my first wild guess is exporting them separate and then import them separate into mt? But what i know for sure u wont have luck with the export options of blender with this...they are just not supported, as far as i know, by mt. cheers
Ah okay, so export the cage through the project modifier instead of exporting a duplicated push mesh. Btw your (or your teammates, not sure exactly who) Brink weapon bakes are some of my favorites ever, very clean work.
If you want to hide polys on a terrain you can do it without having to export the mesh. There's no way to export a terrain as OBJ and reimport it as a terrain object. If you reimport it now you will have a static mesh. This may still work ok.
If you right click in the viewport and choose "export all channels", the result of that should be all your layers merged into one texture (per channel). Can you maybe post screenshots of your document as well as the export results you're getting?
Also would like the option to export the Additional Maps baked in Substance out same way it exports the texture set files. Really strange that there isn't such a thing yet, only thing stopping me from using it other than xNormal.
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.
I get nearly everything finished with the programming stuff......now a lot of writting stuff of the documentation and only 5 weeks left: @Eric I don´t have programmer, i just exported everything with the .fbx exporter built in maya.
You could also try to mess around with a Edit Normals modifier. Though an easier way might be to export it out of Max as a obj file, there should be a option to export without the normals information. Then just re-import it, that should reset the normals.