That's the fault of the exporter then. It must be using the wire color, which you can't kill. Can you find a better dae exporter? Is dae a text format? Maybe hand editing is the way to go, a Python script could be used to strip it out after export.
This might be something different, but make sure when you export your mesh from Maya the object isn't parented under any groups or all that stuff goes with it into Unity. Also make sure you're using the Export Selected option and not Export All.
The OBJ exporter that comes with 3dmax is very buggy. It messes completely the vertex normals ( specially if you export box objects ). Avoid it. Better use other format like ASE, FBX or 3DS... For xNormal better use the SBM exporter because will be the fastest to load.
there's a best case : exported vert count = number of verts in mesh and a worst case : exported vert count = number faces * 3. it will always be in that range, as been said above splits in uv mapping will add to the count at export but also hard edges in smoothing and vertex color will too.
SP converts from one workflow to the other automatically on export if you choose to export those maps (remember to pick the maps from the box in the right if you make a custom preset, those are the converted ones). So you can work in one workflow and then export to the other.
Did you export it straight from zbrush? For AO maps I usually have to import the mesh exported from zbrush into another 3d program, like 3ds max for example, and export it out of that for the AO map to work correctly. Maybe that could work for you as well?
Is there a way to export Wraith King items without using the Skeleton King slot? The tech requirements are different & I'm unable to export a LOD0 because it 'has too many tris' despite being 50 under the WK limit. Obviously can't do it manually because Modo SE doesn't let us do FBX exports. Thanks.
That's looking good! As Ashervalis said, there seems to be normals doing funny things. Maybe the smoothing groups got messed up on export. I am noticing some details that throw me off of the picture and telling me that this is somehow not a finished piece. 1- The roof looks very flat. Even though the real car has quite a…
i have an idea. export as an obj, then import into zbrush or mudbox, then export back out and import back into maya then re-export as an fbx. no idea if that will work, but i know for some bake errors I had to do that and it fixes those problems. it "might" fix this issue.
Are you using GoZ or manually exporting? Are you using Multimap Export or manually exporting? How many subtools do you have? Do you have any uvs on your subtools? Any more info might help diagnose your problem. Cheers