Hi everyone, first of all, i present me to you.
I'm Jonathan 24yr old and architecture designer in real life, i'm here for helping if i can for texturing .
I'm here because I make a request to obtain. obj file of a model Sarah Kerrigan uninfected or model of Raynor format. obj.
I already recreate the texture in higher resolution for a little animation, but I have a problem with these 2 models when I export them on .obj format.
When i open the file most of the faces are distorted, I've tried with another script to export and with m3_viewer, but still the same problem: /
An example below:
You can see yourself i can't work on a little animation with a model in this state: /
So if someone with a bit of time could extract one of these models in a correct looking. obj format i would be very grateful :)
Hmm... Did you create the model from scratch, or is it a modified version of a model from the original game?
These kind of reversed and stretched polygons could occur if the model you use already have bones and skinning done. As soon as you modify a few polygons in the model, the skinning needs to be redone/modified to include your modifications properly. It might also be a problem of UV mapping, or already existing animation keys, so be sure to check that every single step of a model creation was done properly before trying to export the file to .OBJ
Make the model as clean as possible (maybe try to export it without textures, just to be sure... and do another export without animations too).
I haven't modelized anything for a few years now but it's not the first time I see this, I'm pretty sure the answer is something completely stupid that has nothing to do with the .OBJ format or the exporter plugin though... Did you remove polygons from an edge, somewhere on the model? Did you flip normals?
I've just exported the .m3 file into a .obj file using different kind of script etc, but they're all still like that when i open them in maya.
The model was from the game, that's Nova, for the rigging and skinning i don't want that, i just want the base mesh from game, tha'ts why i have exported theme from the game.
Seems like the problem actually comes from the .OBJ format after all... So my first guesses were completely wrong.
I quote what could be your answer:
Quote:
just export it in MS3D format then import it into whatever modeling prog you use.
I don't use Maya and I haven't used .OBJ files ever before, so I can't test on my own but I assume it should work. If not, I remember a few members here have already imported, modified, and exported models from the game (Nova especially), and it worked perfect. Maybe they're using 3DS Max instead of Maya though, but you should do a quick search for these topics and ask them directly in PM.
ZealNaga is correct, the only working import/export script so far is for 3ds max. The obj converter you're using was almost certainly designed for the old beta M3 format which is why your obj file comes out garbled. No obj converters have been updated to handle the new format. I could probably update one of them myself, but the obj format can't handle most of the M3 data and so it would only be useful in a restricted set of circumstances, such as when someone would like to make use of the geometry of a model such as yourself.
I realise 3ds max is expensive and not accessible to most people. Some work was being done on blender import/export scripts but the work was abandoned, as have many projects based on the M3 format. I'm hoping more interest develops around designing freeware tools to handle the format for blender or other 3D modelling software, however I don't believe anything will be done in the near future. This leaves 3ds max as your only immediate option unfortunately.
Hi everyone, first of all, i present me to you. I'm Jonathan 24yr old and architecture designer in real life, i'm here for helping if i can for texturing .
I'm here because I make a request to obtain. obj file of a model Sarah Kerrigan uninfected or model of Raynor format. obj.
I already recreate the texture in higher resolution for a little animation, but I have a problem with these 2 models when I export them on .obj format.
When i open the file most of the faces are distorted, I've tried with another script to export and with m3_viewer, but still the same problem: / An example below:
You can see yourself i can't work on a little animation with a model in this state: /
So if someone with a bit of time could extract one of these models in a correct looking. obj format i would be very grateful :)
Little bump! ^^
That pic burned my eyes.
Yeah me too, that's why i hope someone can help me for export this model on a non bug .obj format :/
I've just exported the .m3 file into a .obj file using different kind of script etc, but they're all still like that when i open them in maya. The model was from the game, that's Nova, for the rigging and skinning i don't want that, i just want the base mesh from game, tha'ts why i have exported theme from the game.
I just found an interesting page while browsing...
http://www.wowmodelviewer.org/forum/index.php?topic=299.0
Seems like the problem actually comes from the .OBJ format after all... So my first guesses were completely wrong. I quote what could be your answer:
I don't use Maya and I haven't used .OBJ files ever before, so I can't test on my own but I assume it should work. If not, I remember a few members here have already imported, modified, and exported models from the game (Nova especially), and it worked perfect. Maybe they're using 3DS Max instead of Maya though, but you should do a quick search for these topics and ask them directly in PM.
Thank for the reply, i've tried with the wow viewer but he can't open the file from starcraft 2 :/
@Shortyg78: Go
ZealNaga is correct, the only working import/export script so far is for 3ds max. The obj converter you're using was almost certainly designed for the old beta M3 format which is why your obj file comes out garbled. No obj converters have been updated to handle the new format. I could probably update one of them myself, but the obj format can't handle most of the M3 data and so it would only be useful in a restricted set of circumstances, such as when someone would like to make use of the geometry of a model such as yourself.
I realise 3ds max is expensive and not accessible to most people. Some work was being done on blender import/export scripts but the work was abandoned, as have many projects based on the M3 format. I'm hoping more interest develops around designing freeware tools to handle the format for blender or other 3D modelling software, however I don't believe anything will be done in the near future. This leaves 3ds max as your only immediate option unfortunately.
Thanks for your reply :) i will try soon with 3dsmax ;).