have you made sure that when you export the mesh from maya you are also exporting the normal data? maybe maya is averaging out all the normals at export and that is what Xnormal is getting. Low probability but maybe? you can also post your mesh file here and I (or someone else ) can check.
If you imported the object in pieces you could ctrl+shift areas of the mesh to hide/show them and export them piece by piece. And Even if you didn't you could just mask hide a part of the mesh > export, then invert and export the other half. You probably wouldn't notice the seam once imported to max.
Sometimes it might be needed to edit mipmaps, especially for alpha maps on vegetation. Thing is, to be able to edit a mipmap. you must export your texture to DDS. Open the DDS, edit the mipmaps, and export again. (right?) But this sucks because the DDS will have double compression. Unless there's some lossless DDS export…
http://www.mediafire.com/?5r1fkaq2a2ttksq Here it is, I got it compressed to 60mb by exporting the level 6 subdivision. It was level 7 because of the way level 0 is so low poly I've included the mudbox file, the obj of the exported head file and the max file (it contains other parts of the character so take care to select…
Kat: Cheers, I'll give that a try tomorrow (don't have access to relevent models here) ... thing is, I tried out Blender's native LWO export, and it didn't appear to work when I tried taking it into Radiant - are there any export options I need to check? I couldn't seem to find any settings for the exporter.
When I export my model from Maya as a .OBJ and import it into Blender, it as a lot a few holes and double the poly count. Is there a way to fix this? I also tried to export the file as a .FBX, but the result was the same. (I want to buy Maya LT to model, but it doesn't support SMD import/export plugins so I'm trying to…
Hey guys! So I've created some tank treads by instancing a single mesh, which I've path constrained and moved along the path into the correct positioning. Now when I try and export this for texturing, the FBX fails to export the model. Is there anyway to remove the path constraint completely and keep the positioning of the…
Hi! I'm trying to find a way for exporting my ANIMATED models from softimage XSI to the MD2 format! I tryed to export to dotXSI, then import into milkshape3D but milkshape3D doesn't import the animations! Can anyone help me with that? please! i spent a lot of time on writing an MD2 importer for my game and now i don't…
I don't know if this works for skeletal meshes, but in blender I use sharp edges with an Edge split modifier, but then before export I remove the edge split modifier. Then I export as obj and make sure the "Smooth Groups" option is checked in the export dialog. To import into UE4, I just use the autodesk fbx converter to…
How do i save my project as an obj? Should i export it and send you the obj version of the mesh instead of the actual file? Edit: I sent you the obj. There might be a couple little problems with the export maybe. I have learned to check the exported mesh here and there to make sure there no black faces on my model