@dchani No problem, you should always triangulate you mesh when you export from your modeling package. Depending on your software, you can enable/disable this in your .fbx settings. For some reason Modo doesn't have this option so you'd have to use the triangulate button before exporting. Here's what it looks like in Maya…
Everything that's in your 3DSMax scene will get exported, just delete anything you don't want included before you export it. As for materials, just apply the normals and specular individually within the inspection panel on the object. You should have a drop down bar within the material section saying diffuse, click and…
It's not the issue with Designer. I get this every time I export FBX in Modo. I don't know how to fix it in Maya but what I do in Modo - I open exported FBX, go to vertex maps and delete FBX normals. For some reasons every quad has a hard edge but overall smoothing is fine. so you have to fix smoothing in your file.
Try re-importing your exported geo back into your native app and double check that the uv's on the "to-be-baked" model is present. Sometimes models with uv's get exported without them. This can lead to black bakes at times. If not this, Scale would be my 2nd case for troubleshooting. Third troubleshoot would be to make…
I havn't really had much time on this but.. Mega bump. Umm, i'll be working on the outer plates and the actualy plates again seeings as they're really not that great. But progress. I'll be working on it more this afternoon when I'm home from work. Unfortunantly I cannot get this into UDK due to some oddly errors exporting…
Ok, and then manually set their blend mode to Overlay, right? What about normalization? I suppose I have to do it as a separate step after the export/save as... Moreover, do NDO normal maps need normalization? (I suppose they do, since after applying the xNormal normalization filter in photoshop the color values change)…
What's the name of the *.PSDs? It should be the name of the primary mesh group. So if you exported a model with one group and that mesh group's name was Box001, the PSDs should be called Box001_Albedo.psd and so forth. Make sure the reimported mesh group matches the name of the PSDs (which would be the original name of the…
something that helped me when i was running out of ram importing obj's was to get rid of the uvs for the hipoly model. there is a setting in zbrush export panel called txr that will make it so your mesh will export without uvs. this made my obj have a much lower file size. then in max i also uncheck the texture coordinates…
Ben Apuna, would you mind uploading the model so that I could import it in XSI? I want to try exporting it to UDK myself and see if there really is a problem with my exporting settings. @Neox: One word - Lightmass. I have no idea how custom lightmaps could be a problem for Lightmass but I've heard people complaining about…
we're using collada at work, not in conjunction with normal mapping but we do find the non-triangulation handy- it means if need be we can go and edit an exported file without having to quadrangulate it (which doesnt always work right) my opinion is that it would be a small inconvenience having to triangulate a model to…