mhhh what I do wrong ...; D so I go in front: 1. I open Quixel and go on Ndo 2. Create new project 3. i click on 3DO 4 Open 3D coustom loader 5 Load the mesh Which is UV mapped as obj The UV map, I do not see in photoshop Sry for the bad english ---> google tanslator
I tend to look at it like this: if you have all of the frameworks and libraries available to you, to make the game you want to make, do it. So much easier nowadays, I mean this in a obj-c memory concerned way. There's no way you can;'t make the game you want to make. Plus, lots of source / high end programmers are…
The best thing to keep the model as one whole mesh is to have two unwraps with two different uv sets going on but you need two differrnt map channels. You also need to use a mask texture that will blend the two barks. Then you could use a multi sub obj or a composite material to view it in max or whatever the equivalent of…
I'm having some problems with exporting model from maya to modo. Tryed different file formats fbx, obj, dae, 3ds but they all have bugs and artifacts. Best import was with fbx: http://s2.itrash.ru//idb/381f40f0eb3c893f10e96efd9136e34e/otrobla.jpg http://s2.itrash.ru//idb/381f40f0eb3c893f10e96efd9136e34e/otrobla1.jpg but it…
Interesting stuff, thank you for the detailed reply Tom. While I haven't tested extensively you can probably get .obj to work well enough, as long as you're content to flip all faces and scale in -100% in X or Z on import. That might get tedious quickly. I at least haven't had any success with any FBX version other than…
I still have the original OBJ, so I didn't lose anything... What am I doing wrong O o' It happened to me again. Some of those faces did this, and I lost UV. And the mesh is upside down! I'm thinking there are unmapped faces and they cause this. Anyone knows ? Also, anyone knows a good way to locate faces that are not UV…
making an fps, just looking to get my models into ue4, I'll either be using mixamo or paying someone else to do the animations. Perfectly fine with using obj even with its limitations within the engine. I've imported some basic stuff already, just seeing if there is something significantly quicker than the zbrush way of…
So, I have some good news and bad news for you. The good news is json files are readable by most programming languages, so you can fairly easily write your own scene assembly system. The bad news is you have to write said system. However, you are able to open up the obj files to inspect them at your leisure.
It took me a bit to figure out a good surface to track on. I think I have poor lighting, that's why. I also tried tracking my hands as surface, which didn't work :P A reset everything button would be nice. I had to quit it a few times while figuring things out. Does the OBJ files support vertex color ??
@kurt #1 re-uploaded pictures to another host, should be fine now. #2 i can't use 3ds max nor xnormal, because the dagger i sculpted has a lot of detail and the mesh has around 10 million polygons, so it's waaay too big import into 3ds max or xnormal (zbrush is not able to produce .obj from such complicated tool)