maybe scale the normalized values so you can run a batch tool on the exported OBJ file afterwards to fix the values. Say in max you actually only use 0.0 - 1.0 but once exported write a script that reads the OBJ file's values and multiply them with 20. Just an idea if nothing works, for your custom shader you could keep…
Thanks for the suggestion guys. I originally used OBJs so I tried the FBX format instead. However this format is importing with its own problems. 1) incorrectly scaled too small. 2) Unlike OBJs, FBX textures are rendering in the viewport. And I can't find the applied material in the material editor. Confusion abound! 3)…
I used obj converted to sbm to bake the maps but only used half of the model for the bake and then did symmetry modifier on the old obj afterwards to get my final model. Would it have baked just as well with the full model as with the one side? anyway this makes it hard to use the sbm now. :/ cant seem to get the uvs…
XNormal can bake polypaint straight from a highpoly's OBJ, so you don't have to worry about giving it UVs. If you're not getting a result, you simply have something unchecked. Make sure to export the obj from zbrush with polypaint/colorize turned on. In Xnormal make sure the high poly isnt set to ignore per-vertex color,…
Have you tried using FBX? I know Maya's OBJ export has a lot of limitations compared to Max, including adding junk data which causes the issue you're running into here. If you try and isolate your mesh down to almost no hierarchy in Maya before exporting it, or at least ensure everything in the hierarchy is named the same…
Forget it guys,solved! xD The previous post about the object space baking in a wrong way was just me setting up wrongly the preview options, about handplane giving me odd resoults I fixed it by exporting the low in .fbx instead of .obj,also activating the "smoothing groups" option in the export,so maybe the cause is that…
Hey everyone! First time postin' here :D however I've been around for a while as a guest :P Anyway, I'm having a little problem with UEd3. I started 'sketching' a map with BSP and then I exported it to obj. The problem is that when I import my .obj into 3DSM all I get is some kind of plane...an screenshot will explain it…
Looks like the UVs were imported incorrectly. Before subdivision, do you have green lines everywhere? To prevent this from happening you probably just need to weld the coincident UV vertices within each UV shell. This ideally should be done automatically by whatever importer you're using. Best one these days is OBJ, and…
You can use "Ultimate Unwrap" to load your model as an obj file, turn the 3d view to be always on top and load your textures. It will auto update your textures when you edit and save them in yout painting programm. For this you can use the demo, if you want to edit the UVs of your model and save a new obj you have to buy…