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Contact Support - Help Center Get help on the UGX Discord. Join it now!Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
UGX V.I.P. | |
Has shown excellence and experience in the area of custom mapping in the UGX-Mods community. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
I managed to fix this by converting all tris to quads. I know that maya has a feature for this, but it didn't seem to work for me, so I ended up using blender and it works perfectly fine.
Blender: Have the mesh selected in edit mode and press Ctrl + F then select tris to quads
Maya: Have the mesh selected and in the polygon tab, select mesh then tris to quads (didn't seem to work for me though)
Result: This is a sig556 I ported which usually has a bunch of holes in the side of the gun as well as the mag, but using the blender method this is the result.
(Image removed from quote.)
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
I managed to fix this by converting all tris to quads. I know that maya has a feature for this, but it didn't seem to work for me, so I ended up using blender and it works perfectly fine.
Blender: Have the mesh selected in edit mode and press Ctrl + F then select tris to quads
Maya: Have the mesh selected and in the polygon tab, select mesh then tris to quads (didn't seem to work for me though)
Result: This is a sig556 I ported which usually has a bunch of holes in the side of the gun as well as the mag, but using the blender method this is the result.
(Image removed from quote.)
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
When I attempted it: (Image removed from quote.)
Blender scene: (Image removed from quote.)
Used FBX to import/export both ways, any idea?
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
have you tried using .OBJ instead of .FBX?
Double Post Merge: January 30, 2015, 12:00:31 am
ok i got this:
http://gyazo.com/c166a6f321287b6493c2a197aa2d311f
so what do i do now? bear in mind i have never used blender before
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
i would but i dont know how to use blender ive never used it before
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
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Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
bind everything on maya and export it to fbx. then do what you need to do on blender and export again. can't be too hard.
I think if you were to bind in maya first then export as fbx and import into blender, you would probably get the same vertices stretches that is shown in dukip picture. Its probably best to just export the mesh, then convert the tris to quads, then just re rig in maya with original bones. I never done this but just a little input.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |