Thanks! ill give it a read. So i decided that ill be doing my modeling in fusion360. Then ill transfer the model into MOI3D just to use its export feauture to FBX or OBJ and finally ill fix some minor issues or retopologize if necessary in blender. UVs will be done in blender aswell :D Thank you everyone for your help! 😎
Seems like you're on the right page with most of these assumptions. Not sure exactly what you're asking so will ramble slightly. Your specs... Looks like you are using a software I don't. I usually bake in Topogun or ZBrush, but whatever works for you or your company is fine I'm sure. Moving obj or other files between…
Would anyone mind quickly converting a ZTL to OBJ for me? I don't have access to Zbrush at the moment but would really like to work on texturing it. I've attached the file and will delete the thread as soon as someone does it. Thanks. https://drive.google.com/file/d/0B-r9fUHPy74sSVZUQ19rLTIwelE/view?usp=sharing
I have some game objects I need to shift cleanly from max 7 to maya 6. I am currently using the .obj exporter, but the smoothing groups are not saved regardless of settings. Anyone know a better way to do this? FBX maybe?
@Rivfader You could try to export as an .obj with "Bitflag Smooth Groups" enabled, and see if Max understands them (apparently Max uses exactly 32 smoothing groups as a maximum amount): P.S. Probably wise to uncheck the regular "Smooth Groups", if using the Bitflag one.
There is no special trick. Just get your base geometry as OBJ to Zbursh. Sculpt on it and bring it back to Max. For a cookie i wont use displacement. Just render the highres. Only if there are hundreds of them bake out a dispmap. https://www.cggallery.com/tutorials/displacement/
Well I've since then got it to work by doing... nothing? I just created a fresh new bake with a new .OBJ file and this time it looks great. I unlocked and reset my edges then exported it for baking, but I thought I did that before as well. Oh well, I'm happy now. Thanks for the help! 😊
Okay, I redid it like 10 times and now it's working. No idea what was going on though... One freshly UVd model I saved out as obj then loaded back, the UVs that were just fine a moment ago now looked like this:
I use 3d MAX and have this problem all the time with the object export. I take that obj file from Max and import it into Fragmotion and export it as a similar name. Loading the later into DDO. DDO load it up every time this way for me.
Do you still have zbrush 4 installed? If you just want the mesh and not bothered about using the original tool/settings you could load up the tool in zbrush 4, export it as a .obj and then just import that into zbrush 4 r2.