Looks pretty clean to me. 270 == -90 , 180 == - 180 ... so you could rand only between 1 and 4, (not that it changes anything). for obj in selection do( rot = eulerAngles ((random 1 4)*90) 0 0 rotate obj rot)
all is exported as obj. I never triangulated the lowpoly before I created the cage, but I did triangulate the lowpoly and the cage at export, so does that count? And all my obj's export with a material, how do I turn that off?
Heya, I was looking into QERadiant for Quake 4 and Hammer for Half-life 2 and there doesn't seem to be any options for exporting brushes as an OBJ file (or anything similiar), or importing OBJ / whatever as BSP (like UnrealED). Anybody have any ideas or plugins for something like this? (/me is a Maya user).
I switched it on, yet it still wouldn't export correctly. Baking into a vertex map solved it for both fbx and obj, but alas, I have to be using obj exclusively. I have now found out that the unity tangentspace preset in handplane looks reasonably good in 3do.
You don't need to turn an imported .obj into a pm3d. It is already one. You only ever need to turn ZB primitives into pm3d. Yes, you can reimport the uvs. Just import the .obj whilst the tool is active(in edit mode) it will automatically propogate the uvs.
As you don't export animations and such, try using .obj the files get way smaller and you can work with them like fbx in unity. fbx is mainly used for animated meshes as they are larger files. If you just use static meshes with it, try .obj instead.
is this zbrush shattering the UVs ? bring the obj you're baking to into max and check everything is welded im pretty sure it's caused by not using the zbrush preset when exporting your obj - fixing it is nearly impossible so you're best off re-unwrapping and re-baking
if you are not decimating just export from zbrush to 3dsmax, sclae it to where you want and export that as an obj, then load the new obj into zbrush. it will be the correct size when u bring it back to 3ds max. i also advise to not use goz, it can mees it up.
So er, it seems the issue here is actually that you can't IMPORT the mesh, not that you can't view it in max? Does it even get past the OBJ import stage? Does it give you any warnings or errors? What are the settings in your OBJ importer in Max?
If you share the model in FBX or OBJ format, others might help by examining it for errors. (to upload a model, put it into a ZIP file, then drag-and-drop into your reply)