This is my first post on polycount and I'd really like some help with loading a model in Source SDK's Itemtest. So, I created a model in Autodesk 3ds MAX 2012. 651 polygons. No bones. I didn't unwrap the UVW and texture it, I just used the material editor to give it colour and effects. I did use raytrace. I exported the…
I'd highly recommend that you read those linked resources I had posted then likewise test iterations of your particular object, therefore putting into practice the 'How and Why' behind the fundamental reasoning described by @FrankPolygon Now for the highlighted areas above, they're intersecting control or support loops and…
I'm attempting to create an object using a few wonky curves from adobe after effects. Importing them is no problem, it's creating a single object (that I can export as a .obj) that connects all the curves that's the problem. See my shitty paint example here: http://i.imgur.com/tY1SsQh.jpg So I have a large outside layer, a…
It sounds like your issue is different than the OP's? Are you dealing with inverted UV shells or inverted geometry faces? The OP had flipped UV faces and Joost nailed it, way back in 2015. check the orientation of the UV faces and mirror them if they are facing the wrong way. Easy peasey. If it's a single face within a UV…
Shaheer Khawar – 3D Artist | Game-Ready Assets & Product Visualization | Blender / Unreal Engine Hey everyone 👋 I’m Shaheer, a 3D artist specializing in game-ready assets and high-quality product visualization. I focus on creating optimized, realistic 3D models with clean topology and strong attention to detail — from…
If you've rigged something from the Dota2 files, you've undoubtedly come across this spawn of Satan. If you don't know what I mean, here's the skinny (from here): From my experience most of the meshes in the Maya files that we get from Valve have this. Some people suggest updating your .fbx plugin to stop this behavior but…
So, aparently, i can´t make obj works with the match by mesh name in both substance and marmoset, maybe is a limitation of the obj. So you could use fbx for bake, and have an obj to export to the engine I kinda reworked everything. 1. Those vertex floating/overlaping on your uv layout are just parts of the mesh that you…
Common problem. Depending on what software you are using, there are different ways to solve this. You posted the solution to this for Max, so I'll cover the other base: Maya. Un-instancing and freezing geometry in Maya will cause the faces on that mesh(es) to point in the opposite direction of the normal. In the viewport,…
All good suggestions Mongrelman ! But it looks like exporting the TposeMesh in max, rig and then re-exporting is working like a charm so far ! I was a bit affraid about having different (random) vertex count each time transpose master was doing the process (TposeMesh), but it doesn't. So basically, I can close both max and…