I tried exporting from Meshlab which doesn't do big-endian, exporting from VisualSFM which only does binary little-endian, this site http://people.sc.fsu.edu/~jburkardt/data/ply/ply.html which has one example but it seems to be corrupt, and searched for that string.
Ok thanks. Its Zbrush obj exporter which creates smooth normals by default. I tried exporting with fbx without smoothing normals and it worked. However, I also noticed that even with smooth normals fbx mesh looks much better than obj mesh.
It looks like it is dropping your smoothing groups. So in the export settings make sure that you are exporting normals and on import to the engine make sure they are intact. On the left the mesh has 1 smoothing group, on the right, the correct amount. Is there another model format that Ficus accepts? Try that.
Yes, I tried that two more times, pushing the verts of the cage out further each time, and still have these black spots in the same places. I'm going to try re-exporting the high-poly model because maybe something went wrong in the exporting process?
Meshes can can contain more than one object. In your case, the exported *.OBJ contained several objects. You'll need to ensure that your exported model is a single object per UV set. May I see a video of the material problem you've described?
dont forget voidworld for modelling. Before considering blender I would do some research on how good the FBX exporter is. that could be a real deal breaker. You may want to make a super simple rig and character and export it with animation to make sure its not gimped.
Yeah I meant the same as Oglu I just didn´t explained it the correct way I guess :) I had this recently when I exported to mari. Each UV Polygon was disconnected and flipped 180°. This happened to me when I used the OBJ exporter.
Baking AO etc. off a converted fur mesh isn't instant, neither is generating the mesh, exporting it or importing it into painter. every iteration requires that you do some or all of that - eg. you find you need the hairs to be thicker cos aliasing is breaking them up - thats a re-export . anyway .. I've been dealing with…
Thanks for the info Jerc. Are there any known issues if you have an asset with a lot of polyshells. I have here two belts on a character and those arnt unfolding correct if i export everything combined. If i export only the belt i get a clean unwrap.
yes! thats it, prebaked material, i want a tool where i can archieve that, gotta go try these options, i just though there would be a tool where i just can enable in export options the "combined material" and export it with the pbr illumination rendered on it