Yep, I tried that .ase script sometimes ago, but it did not work well and moreover I don't tink it works anyway with 501. I've had the very same experience as you, and I'm distressed, Modo being so good at many things. But UDK is a must for me, by now.
Looks like it's pointing at an old version of the OBJ loader preferences dialog command (these scripts were written for 501) and it now wants a units argument. Try swapping line 203 which should be lx.eval("!!loaderOptions.wf_OBJ false true") with lx.eval("!!loaderOptions.wf_OBJ false true Meters")
Running Radon HD4870, both Max 2011 and modo 501 work fine. With my older ATI card X1900 XT I had a lot of problems in modo. I wouldn't jump to ATI that fast, first I'd give nVidia some time to resolve the issues.
I tried that but it looks the same. So I even tried to move the seam to somewhere planar just to see if it was smoothing but it creates that edge regardless of where I put the seams. Here it is: Modo doesn't have smoothing groups :( Although 501 claims to have it I haven't seen it work.
Hmm... I'm not too sure what the guys in the links I posted are talking about. :poly136: Here's what I did earlier, which seems to work: I also did this by scaling a group parent -100%. I think the key is to Freeze Deformation. Here's the lxo if you want to take a look at it, Modo 501(sp2).
http://www.amctv.com/breaking-bad/videos/inside-episode-501-breaking-bad-live-free-or-die I think this basically goes with what I was saying. And here is some more making of. [ame=" https://www.youtube.com/watch?v=01oAqfozRPc"]Making of the Season 5 Premiere: Inside Breaking Bad - YouTube[/ame]
hey, maybe you just have to check explicit normals when importing your mesh. Also these links may help you. http://www.zspline.net/blog/modo-401-to-unreal-part-i/ http://www.zspline.net/blog/2011/07/25/exportlayer-v1-3-for-modo-501/ http://forums.luxology.com/topic.aspx?f=37&t=41509
This is looking great Tor! I remember reading a while ago that you use Modo 501 for your normal mapping. As a Modo user myself I was wondering if you could go over how you can get assets to bake so well and come out looking great in UDK. What sorcery do you employ to accomplish this?!?!
[ame=" https://www.youtube.com/watch?v=hvVt_QI-AXc"]modo 501 smoothing groups ideal for game modeling.mov - YouTube[/ame] Not sure if you have seen this but it might help. Normally I set smoothing to the entire mesh to 180 degrees and use the normal map to control the smoothing. If there is one or a few faces that need to…
Thanks guys :thumbup: Working my way through it (at a snails pace) and the UV Peeler tool is a gift to use. In experimentation mode for the last 3 weeks now regarding the texturing, will post some screens a.s.a.p. Cheers pete :) PS Found a great script for uv mapping tubes:…