Oh, sorry. I totally missed that. In that case, a picture of your models and UVs might help more. Are you triangulating before you export, what format are you using, any other details? I've had instances where my models exported with the wrong UV set which caused the bake to explode like that.
I'm using Blender with Unity on a daily basis for the Eat Sheep Project. However I always export via FBX and then load that into Unity, rather than using the .blend files. This gives me a bit more control over the export process and allows me to keep my .blend files separate from the game files and such.
Everything was one object in blender when I exported it, is there some obj export setting that I should be checking in blender? Loggie, thanks for the tip with the UV edges, I am working in blender so Im not sure how the smoothing groups work there. it all displays properly in blender though so I'm not sure if that's the…
Oh yeah, sorry, I just exported the meshes with default settings, I guess it got triangulated then. I'll try re-exporting them tonight. Hazardous: Yeah! Get Anuxinamoon painting it, then we'll have more girls in this thread than there are in the WHOLE INTARNET¬!!!1 What can I say, the ladies love a good goblin.
thanks for trying to help, I eventually figured out what it was, my fbx export was doing something wierd that 3d coat didnt like so I exported as obj and it all worked. Anyway these might be the final renders of her fully textured. Unless I decide to pose her with the glass daggers....hmmmm tempting :) .
The normals of your hat are bent. (I only checked the .SMD) It probably came from your exporter, so check your settings. [Edit] I had a similar problem with a .smd exporter (wunderboy's but it works fine now), it looks like the normals have all been inverted on one of its Axis's. Uploaded with ImageShack.us
Ah well the point of using a shader inside Max is ease of use and laziness. You don´t have to export your model and textures, just do everything straight in Max. I work with Unreal at work and still prefer to preview my textures with this shader, no hassle of exporting, reimporting, or waiting for textures to compress on…
Eh, depends what you're exporting to but a fully fledged plugin might be a better option than a script. There's a full wiki for the plugin SDK, too, rather than a dodgy pdf for scripting. I wrote an SMD exporter (for the Source engine) and because it's a script it's really slow for larger meshes. A plugin would be waaay…
Smoothing groups exist in the Source engine, but they're supposed to be used sparingly, as the way it's implemented is that each smoothing group is essentially a separate mesh, resulting in inflated vert counts if groups are used willy-nilly. What 3D package are you using? I'm able to export groups using the Source Engine…
Looks like some of the normals are flipped, this may be because you've mirrored objects in Maya so they have negative scale values. Try doing a Freeze Transforms on all your objects before exporting from Maya, and if that doesn't work then Combine them all together into a single mesh and export that after deleting history…