Alright guys, I´m tired of having to remake everytime my smoothgroups, or sometimes having to make in max/maya my uv´s and getting problems when exporting. I usually export between Max -> Maya and Maya -> Max. My version of Max is 9 and Maya 2008. When exporting OBJ from Max to Maya I get some wrong smooth edges and when I…
Ye I had the same problem in my modo->max workflow, but then I decided to write my own modo obj exporter which supports smoothgroups. Also sounds like you're using latest version of FBX, if you don't - autodesk site always have updated ones. 3ds max uses smoothgroups, maya uses hard edges (which I'd say is more innovative,…
Thing is, sometimes i have to bake things in Maya, and I´m a Maya user, I wonder if I´m able to get import/export better someday and doesnt kill my time redoing things.
Hey Chai, I already tested guruware year ago and now it seems testing their plugin again with the new version its working quite nice! Smoothing groups come ok and also editable, uv´s too, I´m going to see if I find some bugs, until now I got none.
I always just have hard edges on UV seams if i'm going to have any at all, so smoothing is easy since I have a script to do set that in both Max and Maya. Anything else is just 1 smooth group or all soft edges.
If i have a mesh that is really a pain to re-set up smoothing in maya, i'll just forcibly split the edges in modo. There really isnt any different doing this manually, to the engine its the same thing, when you set a hard edge the engine has to duplicate the verts on the edge to give you that result.