So you have mipmapping off? Otherwise there _will_ be seams if you forgo edge padding. You could also check if there is mesh compression/optimization going on (if exporting as obj, or when importing in to unity).. i've had uv precision errors in the past in this case.
I have simply gone back into the source mesh and re-exported it out as the same mesh type (OBJ) and everything now seems to work now. So i guess this turned out to be some sort of corrupted mesh and not any issue with 3d-Coat.
I tried and it wouldn't load in. What I ended up doing was exporting the highest subd levels out as objs, importing them into 3.1 and decimating. Reconstructing lower subdivision levels also worked, so you can recreate them if you need to.
:( Could try send me the file (if you dont mind sending a stranger your work!) and I could see if I can open + save at a lower res. Or export out some obj's at least. Havent got any other ideas sorry!
I'm in on the Shapeways beta [it's not hard to get in] - haven't gotten anything printed yet, but I'm working on it. Will be sure and post it up here if I do. From what I've seen, they do very nice work. And soon to have .obj format support. Hooray
Tried to give the texture some more live and I managed to flood it with lights again. Anyway, its getting there. I will check it out, thanks Earthquake. Though my problem is importing the obj, even in pieces. I'll also get some more ram.
ok so, I was able to do it by iterating through all the objects inside the Cutters collection :) Since I use HOps, the addon's boolean ops conveniently sends cutter objects there anyway. for obj in bpy.data.collections["Cutters"].all_objects: if obj.type == 'MESH' and obj.display_type == 'WIRE': obj.hide_viewport = False
Sorry about the delay. It's only fair that I post here what solved my problem. Here it is: - Set marmoset to work with the tangent space of the software you baked the normals. - export the obj with normals along with the smoothing group in 3Ds max. Hope it would help someone.
Try this. I opened it in maya and it had no ngons so i exported it to make sure it stays. Also i have no clue why the obj from maya is twice as big size when exporting from maya. Anyone have any idea? https://www.mediafire.com/?e88347822oaep2r
Thanks cryrid, I dont play with zbrush for two years, and i remembered this way to import/export obj with UVmaps in zbrush; the case is that i remember also this error :poly142:, but i dont remember how to solve. :poly122: I'm gonna try GoZ Thanks again.