The max obj exporter is trash, its total garbage, try using the exporter Eric posted. I was having similar trouble exporting obj's and he suggested I started using that plugin, worked great, I'll never use the wavefront obj exporter again.
thanks for the recommendation. I´ve tried the exporter and i think it´s really great. But it doesn´t solve my problems. But i finally found a solution, that works great for me. It´s a neat little tool called UVMapper. The basic version of it is free... I export my meshes from max as OBJ...then import it in UVMapper and…
zbrush will read your exported UV's upside down, its just a zbrush thing. you can either flip the baked map or flip the UV's on export(so long as you dont bring back that OBJ for texturing purposes) - either way you'll have to invert the green channel if you're baking tangent space normal maps. Zmapper might do that…
thanks for help...i confused it...got now everything as matID 1 but i can´t get my model into ZB WITH uvs....i export it as OBJ...and import it into ZB. If i turn on texture in ZB and import the map that i drew very quickly it looks totally weird and different than in max... i don´t know why. It looks like it only exports…
Hi there, everyone. I made one of my first low-poly characters in Max. Modeling was done with orientation from the low-poly-character-tutorial, that comes with max. But i made a few things on my own. The unwrapping was done completely by myself. The problem is, that i unwrapped the different parts of the character as…
You say you attached the objects, does highlighting them all using the element option and going straight to the unwrap UVW help? I'm just taking a stab at it as I just recreated this and managed to view both when attached and highlighted. Hope it helps if not someone will be with you shortly who knows the answer . Bout ZB,…