It could be that the 3dsmax>XSI>Marmoset process is preserving the split vertex normals from Max. But the straight XSI>Marmoset is not preserving any split vertex normals from XSI. Did you split the normals in XSI? I don't use XSI, sorry, not sure what the terms are there.
Baking is finally done! I followed Shepeiros tip and flipped it all, works out great! It landed on a little less than 5000 tris, now to do the texture. Here is a screengrab from max viewport, gonna either put it into marmoset or use Xoliuls 3dsmax shader
Oh you guys dont you know...Soul wasn't "born" he was made by undescribable powers beneath a haunted desktop with 3dsmax 3.1 >.>, i suppose we are celebrating that date <.< Well Happy Birthday you unholy apparition you ~ <3 mines was on Sunday...cough
I recently participated in a casual event called 'March of robots' where you make robots based on a daily word prompt. I resolved to just make as many as I could, life withstanding. All were made with Sketchup and rendered with Substance Painter or 3dsmax. Hope you enjoy "Signal" "Darkness" "Power" "Danger" "Machine"…
Baking out to FBX should do it. Make sure you start from the original animation, not the one where you tried to bake it. Make sure to learn the exporter bake settings; https://help.autodesk.com/view/3DSMAX/2022/ENU/?guid=GUID-31EA2A4F-A126-498B-96E8-31811522738A
@Lythrae thank you! @tsco I have a rigged version, but I didn't upload that to the gumroad since it's only for 3dsmax, and its also pretty basic.. and too many ways that it wont open correctly for people who download, and that would require too much troubleshott :/
yes, the cage fully encompassed the high and low poly. Looking at my 3DSMax viewport screenshot the idea pops up that maybe my low poly should be smaller tan my high poly (?) (most of the problem areas coincide with the areas that overlap in the HP/LP).
Has anyone found a good solution to this? I still find max snapping to be pretty terrible. Ideally I would like 3DSMAX to snap every 10cm IN ALL DIRECTIONS. Complete orthographic snapping without difficult grid setups. Essentially how UE4 is by default.
Right I'm going in with both feet. At home I am not going to use 3dsmax until I finish this current project in maya. It might be tough but I will do it, and it will be fun. I can post screens here and so on and hopefully after that I will be set. :D
Oh I found something kinda like what I want but its just for 3dsmax :/ A stand alone application would be ideal for me, like xnormal but just for packing objects into one sheet. http://www.scriptspot.com/3ds-max/scripts/texture-atlas-generator