The only thing I can think of is recently I did an undo after a transfer attributes for UVs and ended up with something similar. No fatal errors though. I'd second oglu's suggestion. Maybe export as obj and back in, or combine with a cube if Cleanup doesn't fix it.
That is the first time I've tried to use Silo's normal mapping, but what you described happens here. Originals come through, nothing from instances. Turn them into normal mesh (export to obj and back in this case) and it seems to be okay. xNormal is also fine with them.
yeah and other than that there are some nice external tools out there that require you to export the object each time as OBJ.* Headus UVlayout is a very professional and nice tool * Roadkill UV is a free one that has the same core mechanic as headus but way a different league
incrament saving + autobak every 10 minutes with 8 bak files. plus ctr+s often enough. While photoshop is kinda reliable, 3dsmax is terrbily buggy sometimes. Especially when it comes to import obj files from zbrush. Argh. Downtimes and crashes....
Thanks man, I appreciate it. I do still have max 5 installed on my system, I'll migrate it over using obj. I didn't see a 5.0 version, but I am guessing it's out there. Thanks again mr cracker eater. 8-)
So, because you've managed to do something in a very slow and arcane way, that is the best way to do it? Hell i could model a mesh writing in each vert by hand in an obj file, but would i then come on here and claim that is the proper way to model? Of course not
I was thinking about giving her a repaint but those UVs are godawful, good luck to anyone willing to skin her... I'll include a pic of the UVs and an OBJ file with the model next time I upload, got some TCs on her as well. EDIT: Uploaded!
Yeah Zero I'm not getting things to work. It's rather frustrating haha. How do I upload an obj so you can see what I'm doing wrong? If you'd be so kind cause right now I'm just going in circles and not getting anything done :(
It happens to me ocationally whenever I switch back and forth between Maya 2009 and 2011 (its a workflow thing ^_^) What I usually do is I export the two problem geometry to OBJ with the Normals and Smoothing turned on in the options the import it the Maya version I'm going to work on.
Here are a few examples you to consider, see how the geometry flows in the first one? https://www.turbosquid.com/3d-models/--animation-head-3d-obj/798532 https://www.turbosquid.com/3d-models/triceratops-dinosaur-xsi/473104 https://www.turbosquid.com/3d-models/c4d-triceratops/1010675