I have been trying to put models into BF 1 for about half a year now and when I exported my model from XSI 5.11 foundation heres what I get...
http://s905.photobucket.com/albums/ac25 ... Error1.jpg
And that was a major screw up of this...
http://s905.photobucket.com/albums/ac25 ... g&newest=1
There is some thing very wrong with it and I don't know what happened. Its clear that in the XSI program it was fine. I can't identifiy where I went wrong when modeling.
How do you fix this?
Major Model Issues
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Epifire
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Re: Major Model Issues
Try exporting to .obj then re-importing, I hear that fixes this issue.
- Culvar
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Re: Major Model Issues
Did you freeze the transforms and the object and modeling history?
- ANDEWEGET
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Re: Major Model Issues
If you havent yet test it ingame.
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Epifire
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Re: Major Model Issues
Its standard for me to freeze the transforms but its worth a try along with testing it in game.
If I was going from one modeling program to the other, and if I did not have the crosswalk settings, could that scew it up for how it is now.
And if so could some one display the correct settings I am supposed to have?
EDIT
Btw I got to export the model into obj, format but wanted to know how to get the texture back, after the import.
If I was going from one modeling program to the other, and if I did not have the crosswalk settings, could that scew it up for how it is now.
And if so could some one display the correct settings I am supposed to have?
EDIT
Btw I got to export the model into obj, format but wanted to know how to get the texture back, after the import.
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FragMe!
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Re: Major Model Issues
If are just using 1 texture just select you model, then in render/create just apply the texture.
If you have multiple textures do the same thing but you would have to go to the cluster level and apply the textures there.
If you have multiple textures do the same thing but you would have to go to the cluster level and apply the textures there.
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Epifire
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Re: Major Model Issues
Ok, I don't know to much on adding textures that way. The only thing I do is (in v6.0) go to textures>add image. And then I apply it thorugh the window that apears.
But if you know what I mean, I don't want to have to add the textures the old fasion way when I allready have added them once. Isn't there be some type of memory/data, with records in wich the UV mapping is stored?
But if you know what I mean, I don't want to have to add the textures the old fasion way when I allready have added them once. Isn't there be some type of memory/data, with records in wich the UV mapping is stored?
