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.msh to .obj overlapping polys [Solved]
Posted: Tue Sep 18, 2018 10:04 am
by SkinnyODST
While converting .msh files to .obj in Softimage I notice that some models have some overlapping areas of them that aren`t present in the game.
The following images are from the exact same model, but with the camera moved slightly forward - exposing the overlap (look at the fin on top of the helmet)
Does anyone know why this happens and how I can fix it?
Re: .msh to .obj overlapping polys
Posted: Tue Sep 18, 2018 5:15 pm
by Marth8880
Well hang on. Why are you converting msh to obj?
Re: .msh to .obj overlapping polys
Posted: Wed Sep 19, 2018 3:43 am
by SkinnyODST
Marth8880 wrote:Well hang on. Why are you converting msh to obj?
So I can make some more stuff like this to use as a loadscreen for ma map
Re: .msh to .obj overlapping polys
Posted: Wed Sep 19, 2018 1:06 pm
by Teancum
But why not just import the .msh into XSI directly? You could import the models that you need and use Crosswalk (FBX file format) to convert to other modeling and animation suites like 3DS Max and Maya.
Re: .msh to .obj overlapping polys
Posted: Wed Sep 19, 2018 11:35 pm
by SkinnyODST
Teancum wrote:But why not just import the .msh into XSI directly? You could import the models that you need and use Crosswalk (FBX file format) to convert to other modeling and animation suites like 3DS Max and Maya.
Oo I didn`t know about that, it converts along with the rigging which is great, there`s some parts that I can rig better but the lighting/overlapping poly thing is still present, and it looks worse than the .obj version
EDIT: Ayy I found a way to remove the overlapping polys! Now I got a fully rigged, noice looking clone model in about a minute! Thanks! And thank you for bringing up the Crosswalk thing, converting it with its original rigging can come in very useful and save me having to rig it all manually