Ok got it working, you have to triangulate before exporting. Can't get a texture to load yet, although I think that's an export screw-up on my end. UPDATE: Still can't get textures to work and I'm well and truly confused. Am I right in thinking that the .mtl file contains the info as to where the texture file is stored? If…
Been playing around with scripts, haven't done any scripting in Max before so I decided to look into it, but here's what I've got going: <font class="small">Code:</font><hr /><pre> on ChannelsUsed pCont do ( pCont.useTime = true pCont.useSpeed = true pCont.usePosition = true ) on Init pCont do ( Global objs if objs ==…
Sorry for the delay, I've been away for a few days. I finally got it to work. Tried so many different things its almost hard to point towards what I did wrong. Think part of the problem was the bake, which was done off the 3dsmax obj (xsi bake looked strange). Considering its the same object (including smoothing group…
Hi, I'm trying to load a mesh in DDO and I get a message "There seem to be missing Texture Coordinates (UV's) from the mesh. Please make sure UVs are exported along with the mesh!". I tried 2 different meshes, both created and unwrap in Blender. I exported in .obj using the following settings: selection only, apply…
I'm back with another question! I was wondering if its possible to export my subtools as one .obj with vertex colors intact. I've tried using Decimation Master to export all of my subtools as one .obj, but it doesn't preserve any vertex color information like the Subtool Master. I also tried exporting each seperate subtool…
I am currently building a maxScript which allows people to store object into a geometry editor which allows them to again create them as if they were creating a simple primitive like a sphere with a touch of a button. The script includes image gallery for viewing objects they want to create and a category system which…
My intention is not simply to criticize the game industry or to repeat the structural problems that all of us already know and struggle with. I don't want to be misunderstood. In fact, it is not even a sector that I am deeply involved in or closely follow.However, there is something I have noticed. More and more people…
Thanks you.That is pretty much what i was lookig for. Yet its not.. It only reads OBJs. Dont know about Max, but Mayas OBJ exports do wierd stuff. Meshes get merged into a single mesh, meaning names get merged too. Importing the same OBJ back to maya, you can import the individual meshes and their names, kind of at least.…
Hi everyone and good afternoon. I'm a newcomer and I kindly ask you some help to solve a strange issue that I'm experimenting with Toolbag 3. I must admit that I'm not very skilled both inf realtime rendering engine and in texturing/uving/retopo, because my "comfort zone" is rather modelling in general and in particular 3D…
NinthJake: (1) They aren't UV seams, but for some reason when ZBrush exports an OBJ with the Multi Map Exporter every polygon in the UVs become a seperate shell. I'm not sure if this is causing the issue since I have reimported UVs and switched the original OBJ from Max several times now -- same problem. It seems to be a…