Quote:
Originally Posted by TheDarkWraith
Look at the OBJ files produced by 3DS Max and compare them to the ones made by Wings 3D. It's really easy to spot why the 3DS Max ones work correctly. Here is an excerpt from the 3DS Max one:
g balloon_Balloon
usemtl _balloon_MkVII_4Balloon
s 1
f 1/1/1 2/2/2 3/3/3
f 1/1/1 4/4/4 5/5/5
f 3/3/3 6/6/6 7/7/7
f 3/3/3 4/4/4 1/1/1
f 3/3/3 8/8/8 4/4/4
f 3/3/3 9/9/9 8/8/8
f 7/7/7 6/6/6 10/10/10
f 7/7/7 9/9/9 3/3/3
f 10/10/10 9/9/9 7/7/7
f 10/10/10 11/11/11 9/9/9
f 5/5/5 2/2/2 1/1/1
f 5/5/5 12/12/12 2/2/2
Look how everything is a 1:1 ratio (vertices are not optimized). Check the Wings3D one and you'll see that there is no 1:1 ratio (it's very evident).
|
Yep, but when I open the 3ds Max obj file in Wings3d, the duplicated vertices are apparently not there. Moreover, if I re-export those meshes, their UV map is broken again by GR2 Editor.
Maybe Max uses a special format for those vertices which is recognized by Wings, and redundant vertices (for Wings) are merged automatically on importing them?
The same does not apply to S3d/GR2 Editor obj exports. When inported in Wings3d, I can clearly see that meshes have been cut along the perimeter of their UV zones.