I'm curious how much of that metadata sticks around and how often it's removed between applications. We're getting to the point where we could export an obj out of a dozen different pieces of software.
I just screenshot the tree, and the bump is set to obj space normals. Even with the option of tang. space normals, it looks like the image below, but with the zig-zag artifact. Below is a render without normals.
Don't use obj honestly, go with fbx as it is far more predictable and interoperable with most every program. And use it always unless using certain programs that don't support fbx (lookin at you zbrush).
Only sligtly related but I can't contribute it to TF2 at www.teamfortress.com/contribute I'm using xsi aswell so can anyone help convert the model to any of the requred formats (obj/mt/ql)
Zbrush file with the original hi poly mesh and low poly mesh? or will be just the obj low poly mesh by sufficient? (im not sure im allowed to upload the hipoly model, that why im asking)
Maybe you have duplicated triangles there? Also, have you tried a Reset Xform? You could also remove any defunct Max data by exporting to OBJ, and re-importing into a new scene.
I added a new scene, the M7 render scene that I posted here: http://www.polycount.com/forum/showpost.php?p=2118179&postcount=62 Also has the highpoly cage files in OBJ format
when it comes to "foot placement" you know you can export your scenes geometry as fbx or obj? just select the geo you need for your animation as a reference and use File->ExportSelected
Also, don't use .obj if using a synced workflow as it doesn't store bi-normal tangent data. Use .fbx and make sure to uncheck the bi-/t option. That way UE4 computes it on import.
Srry Naima dont know - CS4 is complaining about my 9800 GTX card as well - as for now I just run it with hardware turned off - not that bad performance in 10.000 tri obj models.