[ QUOTE ] The file is around 520 mb and 6 million triangles [/ QUOTE ] You can try to export only the vertex positions for the highpoly model. The normals and texture coordinates won't be used, so you can save tons and tons of space. Also, if you can, specify the decimal digits when exporting the OBJ to 3 digits. Some…
[ QUOTE ] You mean the hair on the guy? I did that with HairFX in Max. If you can get that in real-time, you'll have a lot of people knocking on your door. [/ QUOTE ] Yep, was that Amazing! [ QUOTE ] For some reason you don't seem to get the detail in xNormal that you do in Max, for example. Here's a picture... [/ QUOTE ]…
Turn on the "show lowpoly tangents" to see the normals on these vertices... If are unwelded then you must see different normals and tangent basis for them ( like very similar axis in a bunch ). edited: YES, i see that too... When I turn the show tangent basis I see you must weld them better and sure UV's are welded too!…