Hi there, I was having just the same problem and at the last moment before destroying my whole pc with the keyboard I found out the way; export your model as FBX, (not OBJ) import your model now export as OBJ B)
Yea I think during the export everything thing gets compressed you usually get a prompt on what marmoset can support in your exported viewer. In terms of compressing it, I would leave to marmoset it does a good job IMO.
What does it look like in your 3d app? Make sure you have export normals enabled if exporting from max. Make sure to set the tangent space (in object properties) in TB2 to match where the normal map was baked.
I managed to fix it by changing a few values but now the subsar file is too heavy for my pc to export that I have to split them all up. For now Ill finish the trimsheet and then export everything back to UE4 for testing \o/
Thanks guys, I think ive fixed it. But now it refuses to export. I cant give any screen shots right now because im posting from my phone, but does anyone have any export setting tips?
Did you do all the standard "Freeze Transforms", "Reset Transforms" and "Unlock Normals" methods before trying the OBJ export/import hack? You should always be able to clean up the geometry in the scene without resorting to exporting/importing it.
I'm afraid I don't use Unity, frell. I'm a Blender user. I suppose I could try exporting to other file formats, but I know exporter scripts aren't always accurate, and tend to trash textures or something.
Ok, this one can be removed! I figured outt he problem. If anyone is curious, the reason this was acting this way was when I exported as OBJ I needed to select polygons and not quads in the OBJ export menu.. Something learned is something good.
Try converting your mesh to tris and then back to quads. In max I think there was a similar problem with Max and ZBrush and the fix was to basically export the obj in max, import it into max and make it editable poly, and then export the obj again. For some reason that fixed it?
yea i get the spitting part but i then add the low export and the high export to xnormal and bake. I never use a cage. Maybe that is where i am going wrong? are you sure it is the push modifier and not the projection modifier?