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[SOLVED] [3DS MAX] Split mesh based on UV coordinates?
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The files you provided works Tongue but the model was "boxy" which was one of the reasons I switched over to 3DS Max. And the UV was out of place since the mask was removed XD

I'll show you what I mean:

My ultimate goal is to get the models in Unity3D, which is best that they all be in .fbx

Here's my workflow attempt:

Brres Viewer exported to .psk/.psa
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| - - - Use Noesis to convert them to .SMD for Blender - - - Imported into Blender just fine, but when exported to .fbx, some faces on the mesh were missing when rendered in Unity3D (Confirmed this with an alternative .fbx viewer)
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| - - - Use 3DS Max to directly import .psk (.psa seems to be able to import as well) - - - Animations fine, some UV on the textures were out of place, but can be "fixed" with cell-shadings in Unity3D - - - Now, stuck on how to separate mesh...(The mask)
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| - - - Tried the models from here http://models-resource.com/wii_gamecube/Beach%20VC/ and as I feared, the animations were incompatible with them.


Thanks.
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Messages In This Thread
RE: [3DS MAX] Split mesh based on UV coordinates? - by RequiemOfRawr - 01-24-2012, 06:55 PM

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