OBJ Not Loading Properly
I have a 3d mesh created in 3ds max 2012. Fully unwrapped.
I am also using Ultimate Unwrap Pro to reconvert and make it gameready.
As an other user mentioned before, when obj. is imported, it only displays partial geometry and doesnt apply maps at all. So ive installed beta_obj_quads_plugins.zip and the problem became even worse. Its a 4k poly model and all i can see is about 10 quads.
I am mostly a programmer, so having a quick way to create all needed maps on the fly is the dream come true. However i dont see myself buying the product until i see a flawless preview of my own models.
Overall, great tool, great design, great price. So the second the issues are resolved, my 39,95 are urs.
I am also using Ultimate Unwrap Pro to reconvert and make it gameready.
As an other user mentioned before, when obj. is imported, it only displays partial geometry and doesnt apply maps at all. So ive installed beta_obj_quads_plugins.zip and the problem became even worse. Its a 4k poly model and all i can see is about 10 quads.
I am mostly a programmer, so having a quick way to create all needed maps on the fly is the dream come true. However i dont see myself buying the product until i see a flawless preview of my own models.
Overall, great tool, great design, great price. So the second the issues are resolved, my 39,95 are urs.
Comments
There is a checkbox in the OBJ export dialog in Max that says Texture Coordinates.
Maybe you haven't applied a material to your model?
When you bring in a custom model to ShaderMap 2, you will need to drag a material onto it. To do this: Open the Material Editor (upper right double arrow). Left click and drag a material onto one of the models.
Is there also a way to light up the upper teeth with those maps? It seems that they dont receive any lighting, but the lower teeth and inner tongue do.
And for that seam on the leg, the only way to fix that would be to clean up the normal map manually, right?
The seem on the leg can be cleaned up manually. It's hard to see but you could probably paint away (v brush - normal up) the edges around those teeth to get a better result.
I'll be posting a tutorial in a couple of weeks on how to avoid harsh edges by using the alpha channel and the edge expansion function found in each source map. Here is a brief rundown of the technique:
In Photoshop, or a different editor, remove all blank space of the texture by setting its alpha to zero. Then save the map as PNG, PSD, or TGA with alpha. Bring the map in as a source and increase the Alpha Threshold to max. This will expand the edges of the texture along the alpha seem. (you might not see this as the the alpha is maintained) Now when displacement is generated it creates the hard edges well away from the displayed pixels.
Here's a visual example:
But it doesnt mach colors on both sides of the seam, right? So if i unwrapped my arm on the left side of the texture, and the shoulder on the right side, it would only increase the surface of both parts, so the normal map wouldnt detect any height/depth.
Tnx for the help, rlly appreciated
The texture for 3D models must be loaded as a map. Importing a 3D model only imports the geometry (vertices, normals, texcoords).
Since each 3D importer is a plugin it will be relatively easy to add support for additional formats. We plan to add support for either FBX or Collada in the coming months.