I've used MAX for exporting SMD files many times and haven't had the issue. Any chance I can see your max file? I think Cheap might be onto something with the vertex weighting, though max should assign weights to all the verts :\ EDIT: Yes, you need at least one bone to export and you must weight your model to it as well…
Pic updated - finished at last. Thanks for all of the help and input everyone! If anybody is still interested in making a skin, let me know. Couple of things wrong though. The back of the mechanical elbow I failed to unwrap, and didn't discover this until the skin was over half done. I tried to unwrap and update the map,…
Still a problem with Instances though, each one should get its own piece of the lightmap, but instances each get the same UV. Same problem there with vertex color. Laying out a level is best done in-game, you learn so many things that way. Totally worth your time if you want to do enviro art. Actually I'd say it's…
I remember having the same problem with Zbrush. First off, try unticking all the options for OBJ export before exporting (maybe with the exception of "normals"). If that fails, try exporting the .obj from maya, re-importing it, then re-exporting it again. That used to be the fix for Zbrush. Maya seems to flip the vertex…
first of,the noise is not a photoshop filter,but a shader.Actually it's dynamic.It increases when danger is near.Yes the settigs are set a bit hight but we will fix them.The problem with the characters is real.I didnt have concept art or anything to make them so i just threw em.Anyway i am trying to finish the story and…
if it looks shaded ok why not,- if you get problems however with overlapping tris. or the smoothing groups give it 2 or 3 centers (if you have 2 you would see a edge in the center with 2 vertex ends where all connect to, with 3 a triangle ect.). Some people bridge the edges (bit difficult in that particular case) but in…
ok so I restarted some part and it happened again! only in this scene! by now the z-fighting stopped becouse I was finally able to set it to direct3d again, but still it appears like there are smoothing groups that are not there. hard edges out of the blue! what i tried so far: -reset xform -weld verts (there was only one…
Update I've upgraded the shader to real normal mapping rather than just perturbed normal bump mapping. Many thanks to NVIDIA and Ben Cloward for the great starting points on this. There are 4 techniques included in the new file get it here Revision 2 They are lit untextured, vertex lit with specular and textured, Pixel…
Fine. XSI can import 3ds and OBJ, so it shouldn't be a problem. And I am not restricted to XSI, it's just my favorite 3D app. About the tail of your model... would be interesting to see how it looks in the game, not only because of possible sorting problems, but also because the look seems to be very dependant on the…
Hi! There are many ways to go about it. It makes sense to keep the generic use in mind when making design decisions. You can assemble similar props from a kit using one atlas. Similar to that, you could create an texture atlas for a set first, then map lowpoly UVs to it. Variation to the surface can be added using material…