I am thinking perhaps quad faces is not enough... What happens if a program uses 8-vertices polygonal faces? If you are using these kind of faces I am pretty sure my OBJ importer will do a nice BOOOOOOOOOOOM!
Can you post your UV layout and to select the conflictive faces there? Probably there are UV seams in those faces. If not, maybe it's a problem with the smooth groups ( or the max2obj bugged exporter ).
I am thinking perhaps quad faces is not enough... What happens if a program uses 8-vertices polygonal faces? If you are using these kind of faces I am pretty sure my OBJ importer will do a nice BOOOOOOOOOOOM! I am thinking about just triangulate n-verts-polygons too... Save that OBJ Daz, I will put the next version ( omg…
iirc, the shortest diagonal first option changes the topology so its read as being different even though it have the same number of faces and verts. The artifacts look like they could be zfighting or something. Do you have doubled verts or faces on the HP?
Autocon: I think the problem here is the vertex number, since each vertex has a number this changes when you delete faces and so on, I might be wrong tough :) "I only use the push tool and move,rotate,scale faces in max"
I am getting an issue everytime I try and make a cage in Maya for my object. I duplicate my LP and then selecte faces, extrude outward. Some have open holes so I delete the extra faces created. They have the exact same tri count, vert count, face count and so forth. It seems if I use extrude in Maya I am unable to use that…
Hmmm I just notice a thing importing objects from ZB3.... I got all the face normals flipped by default... looks like I must invert them... but I did the smiley with ZB2 and worked ok... does ZB3 changed the face vertex order? Any idea? I think need to put an option to flip them or something...