Thanks for your reply ^^ I've tried everything that have you mentioned, but it doesn't work, in fact I exported the problematic polygon as an obj. and import it back in a new scene and it's fixed!!~ maybe there have some problem with the file itself o.o
Okay so I just need to add more even geo around the model, re-unwrap, reimport the obj, and tick off smooth uv's? I'll try again tomorrow after my scripting homework. Thanks guys.
I have already fixed that thanks My main question is floating geometry a better solution then indenting in the obj? or does it depend on if its hi poly or low poly. I just extrude a loop inwards is that the best way to do it?
http://www.funkybunnies3d.com/tools.php The FB Sub-Obj Pivot script creates a working pivot based on sub-object selection. VERY useful! Rappatools has a better implementation but you'll have to pay for the full pack. http://remusjuncu.com/rappatools/
Ensure that your mesh is named Main (the prefix of your DDO PSDs) and export a new OBJ/FBX. Import the mesh via the 3DO Import tab (The three dots next to the mesh group name) and let me know if that fixes this.
- awww. I got this :D . Thanks you :D . - One more question: When export from maya to unity or something to make a game. Obj can carries all the animation ? or should I export to other file types ?
I loaded the texture onto the OBJ you posted and it looks fine in Toolbag. Is it possible that you're loading an older version of the file, perhaps with a different UV layout? Double check that and make sure it's the correct mesh you have in Toolbag.
If only there was such a tool for blender. :( A standalone one would be nice too. Were you just pull in a universal file format like .dae or .obj and have it pump out a .qc, an .mdl and All would be well. Good tool nonetheless. :)
Wow 3dsmax 9. That's old. I would probably try newer versions of max with win10 and see if it fixes the issue. If it does, work in that and use a compatible format (probably .fbx, .3ds or .obj) to transfer it to Max9 and then export to your game.
I used to do this all the time, using obj format. This was with Max 2010, but I would assume you can still choose to export with faces converted to quads. I generally convert meshes to editable poly before the export.