I dont use objs. I get perfectly fine results using Fbx files. As for Painter, just use the fbx file. You dont need to change it to an obj for that. When youre exporting from zbrush btw, use the fbx export/import plugin. ITs VERY useful, especially for assigning materials by polygroups, for your mat id bake in painter.
@passerby: thanks good to know @artquest: not sure did not use the old version Quick tip i just found out guys for others that had this issue. Often when exporting OBJ files in to DDo they would look terrible. So what I found out was that it was the OBJ export settings, you have to change the faces setting from Quads to…
Hmmm. Another asset, same result. :[ Wow, ok. Heres the tooltip when highlighting the cage slot: "Note that when loading an .obj file in Topogun as a scene, the .obj's original normals are lost, and the mesh normals are smoothed. A custom cage would allow you to keep the original normals giving you better…
Its a bit annoying really. i gave up pretty quick. Its doesn't seem to place obj files at the default 0,0,0 even after a reset xform in max. Perhaps its geared more for the maya obj/fbx exporter. if you paint near edges, it bleeds and stretches like zapplink. Be nice if it had 'local' rotations like in zbrush.
try loading up the .obj you exported to put into mubox, that might be your problem there. often times if you're working with the .lxo format in modo, and doing cerain operations your uvs will get FUCKED saved as obj. so try check that. if thats the case you're pretty much fucked and will need to start over if you need uvs…
Ok an N-pole shading error - (a vertex where 5 or more edges meet) which forces Blender to average face normals across different angles, causing dark spots or "pinching" artifacts when using smooth shading. And here's a few options that may resolve the problem 1. To fix the Normals and Smoothing often, shading artifacts…
I model alsmost exclusively in Modo and it's not perfect when it comes to exporting ASEs (and it cant to PSKs at all, obviously). If I ever need to do something complex I sometimes finish up in Modo, export to obj, import obj to Max and export to UDK from there. It's a schlep but sometimes it's less of a schlep than doing…
If you just want to import character models for reference, check out the source files in the first post of the TF2 hats and stuff thread. Contains obj files. Otherwise... I'd look for conversion to obj of any sort of Valve mdl format, using another program (possibly Blender). edit: Fuck, didn't realize there was a…
Here's the same workflow for baking color maps in Maya: [vv]55523169[/vv] I can never apply the color as vertex color in Maya, export it (either as OBJ or FBX) to xNormal/Topogun, and get the diffuse map to bake correctly. Maya's OBJ exporter seems to not allow vertex color. The FBX exporter I'm not sure what's going on.
A lot of what comes out of solidworks wont work well for game models, your best to maybe export as stl or obj to maya or max and cleanup there than export as fbx to game engine. If the issue is not owning a 3d pacakge, you could also do the same with blender since it supports obj, and stl on import and can export fbx.