for transferring most data the fbx format is quite useful .. but jey it would be fantastic if you could open newer max files in older max version (like photoshop supports)
A toothy anime girl that I recently finished, wasn't able to exactly transfer the shader to Sketchfab but that seems like something I should be able to fix. https://www.artstation.com/artwork/QrOVQd
just delete poligons from one side? after unfolding and proper layout, bake that all.. and after duplicate this part and transfer along the axis? (and merge the points again) that is the algorithm?
What parameters did you keyframe, exactly? Not every option will be transferable to an FBX. Scale/Rotation/Translation should be safe bets, but I wouldn't count on any other parameters.
That's a nice looking bake. Transferred details quite well. The symmetry above the ammo counter is a bit bad looking, I would probably get rid of that little dip in the middle.
true, if your shapes are this simple rebaking is the best idea, but i think there are a lot of situations where knowing how to transfer normal maps to new uvs can be super useful
Transferring an OBJ from Maya to max can be finicky. I would suggest exporting as an FBX file. It still has it's own issues but is much more stable than OBJ.
It's gonna take a master 3D artist to transfer that concept to an atmospheric 3D scene. Do you have an idea how the other side of the scene is going to look? Or is it going to be a still?
you should really soften some of those edges up on the highpoly, theyre so tight and sharp they wont transfer well in the bake, otherwise, some really nice work there