There's your problem right there. Just load up a checker pattern bitmap. It has to be a physical texture file that you apply on to your mesh before you export it to the .ase file. You can't just rename a default material in max, or apply some sort of max-generated checker/image. It has to be a physical file on your hard…
The .obj was modeled and exported from 3DsMax 2021. I've tried multiple exports and smoothing group alterations but had no luck on this occasion. Any idea? Thanks
Any of you have any experience with RAD's Granny Animation system; the 3DMAX exporter in particular? I have having some trouble exporting models with multiple material IDs. Any help would be appreciated.
When you export the lowpoly OBJ, are you including vertex normals in it? In Xnormal, when you add the lowpoly model, are you setting it to use Exported Normals?
What program are you exporting from? I know with some apps the import will be super small (modo) and you need to export with a considerable scale factor applied.
Try exporting the model as an OBJ then importing it again. Sometimes this fixes meshes by exporting it to a simpler format then using that. May need some clarification though. Worth a shot?
Looks like the mesh wasn't exported correctly, make sure you've only got one meshgroup before the export, and triangulate the mesh as well just to be safe!