Do you mean to actually connect the geometry like merging vertices etc, or having pieces in your 3D App separated (like a character with a belt or necklace)? The latter should be no problem, i guess most engines create a combined mesh during the export process, and you keep a better organized sourcefile. If not, just…
I alway set my unit setup to centimeters when I work with cryengine so 100cm = 1m = unit. By the look of your mesures it seem to be millimeters... Maybe try to export a perfect 1mx1mx1m box to compare it in engine and make sure to reset xform or reset scale in max before exporting. Sometime the scaling cary over in…
I just wanted to drop-in my two cents here. Above it was recommended to NOT create your Source scenes entirely in Max. I do all the time using Wall Worm. You can export brush geometry and a VMF with it as well as models, textures, etc. Also, here is some info on the WW forums about exporting directly from Max into SFM.
thanks! i've found that if you export as DAE, i think the uv2 is exported as well, i'm not very sure, worst come to worst, i'll just bake everything to UV1 and do some cleanup there, that is also the reason i didnt spread too many ID for uv1 so that i can keep track of more unique shape for this possible resolution.
I havn't made a single uv inside 3ds max for years because there was too much manual cutting involved in the past (don't know if it improved, have to check) but i find Headus Uv very fast. Before exporting to Headus, i assign my smoothing groups, export and with few clicks, my mesh is unwrapped automatically according to…
Alec: I'm exporting marmoset. The thing is I've tried what I think is every possible combination. I have a previous export (2012 I think) that works perfect. it's one of those thing where I missing one lil thing. Or else I get the strange feeling that obj/fix are storing the settings regardless what version I open.
Yeah, it looks like its only one rig, but once you export that md5mesh, and you open the file with wordpad, you get more than one root (should only be one -1 in there)? Could you be a darling and send me that file you exported? It may give me some hint as to how much of a dingbat we are being. :( xxx
Thanks for clearing that up. I'll definitely try ShaderFX materials out when I can. In the Autodesk videos they are not entirely clear about how much work it is to use the shader compounds it exports in the engine of your choice (or how to import them). I wonder if there are any videos about this process available yet? I'd…
A guy named Arbuz did a exporter. It creates physics files, .gmf and all other stuff which is needed right out of 3dmax. Only every LoD has to be exported by hand. I think material creation is a bit tricky and you have to be a coder to get all the features. But its nice for the stuff I do with the Engine like viz stuff.
Have you tried to get rid of all hard edges in your model? Maybe using just smoothed mesh will help. I tried to follow those tuts too and got a correct result! Also try to export using different formats like obj or fbx (if you tried obj). And unchek all "splt vertex normals" options on exporting.