mind showing a wireframe in marmoset of those seams? tried other tangent spaces? doubt it would work but may help narrow down the issue tried softening edge normals before exporting as obj?
Thanks so much for your advice. I was getting frustrated with the results. So you reckon using Marvelous would yield best results? Can I then export as an obj or equivalent? Thanks again
This is a problem with Ase. files, the only solution is to detach the head as seperate mesh and apply a another material slot for it, then group every thing, do not reattach it. You can't apply a multi-sub-obj material.
i've changed uvs, i hope it's ok. a lot of stretches, but you can work with it. http://rapidshare.com/files/33572314/soldier.rar.html in archive only obj, texture on such uv is deal for real guys. enjoy
In the photo the faces are acting weird even though all the faces around them have the same smoothing group and the verts are welded. How can i fix this? Below are the objs i exported out of 3ds max.
Idk folks, sometimes when I import a mesh into maya as an obj the polys=tris if this is a super secret cheat code to reach the tri count with more polys let me know. Or is something a miss with this one? In anycase, is something like this valid?
Got a fun error on the model when I reimport the obj, but for now the highpoly is done, gonna do a keyshot render of it before moving to doing lowpoly. #robot #hardurface #sci-fi #military
If you have 3dsmax, how about scaling it in max, exporting an obj (or 3ds...), which you can probably import into Gmax, and then you can export from Gmax with the format you need.
New renders of the motion tracker, you can see more and even download the OBJ, textures, and Marmoset render scene at www.smessierobjects.com/folio/motiontracker/. Let me know what you think.
I'm not sure if it actually is right, but I've had problems exporting obj's from blender (the uv's get all screwed up.) so I'd like to see more model importing options.