This is very interesting. One note though : isn't it made barely usable by how slow the Blender OBJ and FBX exporters are ? Of course that's not a problem with your tool at all, but that can be a deal breaker for sure. Now if only TB3 could read .blend files or some open source equivalent exchange format ...
you could always try some things if it really is dirty geometry. weld all verts at a .01 Threshold reset your xforms snapshot of the mesh under Tools > Snapshot export as an obj if none of that fixes it... you have done something that we cant physically see through your screenshots. ;)
So I'm laying out the bricks for my sculpted wall, but I have a problem. So the polycount was high but it was running and so I saved. I then quit and loaded it later on and it was stuck on wireframe no matter what I do. Does anyone have a solution for this, even exporting as a .obj doesnt work.
First of all, thanks for the answer and your help. I am supose to do the models and textures and they use it on the 3d widget. I didn't know how it works so i was thinking if i had to do something different than export it on .obj Thank you very much for the answer RN
Thanks for the breakdown. I downloaded that human reference scale obj you provided. When I brought that into UE4 he was way way too small. I have Maya set to Cms too. You know why this might be? Been trying to find a good human ref for UE4 for a bit.
The faces look faceted, so it prob. down to your vertex normal settings. Make sure the LP shading is set to smooth in Blender and when you export the .obj export with Normals and HQ checked. You could also set the LP normals to "average normals" in xNormal too. Hope the helps!
like I said I usually combine them though in most cases you have to detach them once you imported it back and layouted it finally. Maybe give it a try - there is always a way of creating some scripts otherwise to automate the workflow (detach objects from imported Headus OBJ).
If you've got the extended additions of CS4 (CS3 as well??), you'll have a 3D viewer mode, which you can add diffuse, specular and normal maps onto a .obj model. Although the normal maps on the model dont look intense enough (can hardly see there's a normal map applied, but it is there).
Have you set the highpoly model in the highpoly model section? Looks like you're using the lowpoly model as highpoly model. What mesh format you used to export your model? OBJ? .xsi? collada? 3ds? Have you setup the cage in a way that it covers completely the highpoly model?
Here it is, the finished Workshop #4 - Mini Workshop #1. If I got some more time I'm going to model nuts inside the body too, then compare results from baking the two versions. Right now they are floating geometry I'd like to experiment with. Here is the model in .obj format. Enjoy!