Wow, you learn something new everyday. I had NO idea that when exporting from max you could export it's position relative to the scene in max. Now i think about it it's pretty obvious but it is nice when you end up solving a problem on your own once in a while :)
it looks like maybe the unity mesh import settings have tangents/binormals set to calculate instead of import. if that's not it, you can try exporting from maya and then importing the same thing back into maya. that way you'll know if the problem is with the exported file or not and you'll have a better clue how to fix it
This kind of error is usually caused because you've got a mis-match between the normals that you've baked with and the normals you're importing into the engine. So I'd double check what you're exporting and what you're importing. Are you exporting the normals from whatever program you're using? (max? maya? )
@cupsster just so you know, check preserve instances on the fbx export options in max will do exactly that. Instances will correctly point to one mesh in the project browser. @Guessmyname not trying to take away from the awesome work youve done. Im sure for blender fbx export this is greatly needed.
Oh...come on... I was under the impression that it was exporting each layer separately; nothing was happening when I tried clicking Export on the Diffuse and I assumed it was not possible. Haha, I can't believe how stupid I can be at times :poly142:. Thanks fr0gg1e, this will seriously speed up my workflow.
It's been while since i used max but i'm sure obj and dxf will most likely destroy any semblance of proprietary max nodes. If you can set smoothing groups to relate to mat id's then you could probly go this way (exporting the user normals in the obj export dialog).
The easiest thing would be to just add keyframes to the bones. Select the bones and press 'k' to add a keyframe. Because its controlled by IK, this will essentially just be a dummy keyframe that doesnt effect the animation but will still export. Or course, I've never used the md5 exporter so i don't know for sure.
obj export lets you decide how much decimals you want. Don't know if it can be useful to reimport and export as fbx. Wouldn't round the fbx per say, but it depends of your goal. Fbx also has a ascii option so it could be done one the text file.
Is this the exported document, or just the specific pass ? If it's the latter, then the edges are not going to be anti aliased. This is so you can use the mask pass and composit it onto a custom background with smooth edges. If you didn't want to use passes then you'll have to just set the document bg to white and render /…
Ok, I guess I exported the high poly with normals and smoothing groups on before. Just exported it without either of those and the results came out much better. Next question is this is a 4k normal map and the mesh is 12.5k polys. Would this be acceptable in a modern day PS4 game, for example?