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Old 08-22-2013, 07:13 PM   #1
Praedor
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3ds Max issue from desperation

This doesn't start out as a 3ds issue, but rather a Blender issue HOWEVER no one in any Blender forum I've frequented can answer this so it is my hope that someone expert in 3ds can answer it from that end.

I edit and modify skeletal meshes for use in a few games (Mass Effect series). Most of the work I've done in 3ds Max 2013 but some I've done in Blender (2.68a). These games are Unreal Engine games so in 3ds I use the ActorX plugin to export psk files of skeletal meshes that can then be imported into Unreal-based games. When I work in 3ds all is fine, the psks I produce are almost always OK for use but there are some things I've done in Blender because they are easier or faster to do in Blender than in 3ds. Unfortunately, I've run into a mysterious issue that involves material or texture (not sure which) with Blender produced meshes. I had hoped I would be able to export a psk or obj or fbx from Blender, import them into 3ds to fix quirks and minor errors that Blender introduces (it doesn't do psk anywhere near as well as 3ds does) and then export from 3ds as psk and import into the game. It doesn't work. Blender appears to be applying a material or texture to the meshes that is impossible to identify and impossible to remove or fix even in 3ds. My hope is that someone versed in 3ds will be able to see what I and many others have not and perhaps offer a solution.

Here is a properly formed and formatted skeletal mesh of a character's head that works in the game. This image was taken in UDK prior to importing the mesh into the game:


The head is without texture so it depicts with a checkerboard texture for each individual element. This is how it SHOULD look in UDK.

Here is a head that was exported from Blender as a psk and imported into 3ds Max 2013 where I deboned it and deleted the skin and then reboned it and did a skinwrap on it to assign the correct weights.


Only the face is properly (un)textured while the rest of the head has a strange swirly pattern burned into it that shows through in the game when its game texture is applied to it. This patterned texture appears if I directly import the psk from Blender into UDK, if I import the psk into 3ds and reskin it and export it as psk and import it into UDK, if I export from Blender as an OBJ file or FBX, import either into 3ds, rebone/reskin, export as psk and import into UDK. In ALL cases, Blender is assigning a totally unidentifiable texture or material to the mesh that doesn't show up in Blender, in 3ds, or even in UDK in its own mesh editor. It only appears when rendered in UDK OR in the game proper.

What is this texture? How do I get rid of it in 3ds? I cannot find it anywhere associated with the files. Here is the psk of the screwed up head (it has since gotten worse...after another attempt to export from Blender the ENTIRE head has the weird texture on it except for the eyeballs): http://www.mediafire.com/download/n...n/ArmObject.psk Here is the 3ds max file of it: http://www.mediafire.com/download/6...VA-EDI-Head.max

Where is the bizarre texture/material hiding and how do I eliminate it in 3ds?
 
Old 08-23-2013, 07:44 AM   #2
Diffus3d
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Alfred (AJ) DeFlaminis
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Felt bad for ya in the title and sort of obligated to take a look. No stranger to UDK here.

Your uvs are borked. All there is to it. Only thing with uv space is the eyeballs. The blender or udk max export likely left out uvs ch2 which would explain why in udk you see some uvs on the face but not the head. That strange pattern on the head is the rest of your uvs, which aren't laid out and are a tiny tiny overlapping speck at 0,0, which must be an antialising blend between the checkers in the UDK texture or just a glitch because it's confused about that lack of uvs space with 100s of uv points right on top of eachother. It's not real. In max unwrap it becomes very clear what's up there.


I did a quick and dirty planar uv mapping and brought it into UDK, here is a screen shot. Again, guessing your face that had the checker before had it's uv's on lightmap coordinate index 1 or 2 instead of the default 0, but the rest of the head didn't. All in all not too hard to just redo the uvs for the head and you are good to go.
Attached Images
File Type: jpg Planar full face uvs.jpg (77.5 KB, 6 views)

Last edited by Diffus3d : 08-23-2013 at 05:10 PM.
 
Old 08-23-2013, 01:26 PM   #3
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Thank you!

Quote:
Originally Posted by Diffus3d
Felt bad for ya in the title and soft of obligated to take a look. No stranger to UDK here.

Your uvs are borked. All there is to it. Only thing with uv space is the eyeballs. The blender or udk max export likely left out uvs ch2 which would explain why in udk you see some uvs on the face but not the head. That strange pattern on the head is the rest of your uvs, which aren't laid out and are a tiny tiny overlapping spec at 0,0, which must be an antialising blend between the checkers in the UDK texture or just a glitch because it's confused about that lack of uvs space with 100s of uv points right on top of each other. It's not real. In max unwrap it becomes very clear what's up there.


I did a quick and dirty planar uv mapping and brought it into UDK, here is a screen shot. Again, guessing your face that had the checker before had it's uv's on lightmap coordinate index 1 or 2 instead of the default 0, but the rest of the head didn't. All in all not too hard to just redo the uvs for the head and you are good to go.


Finally, a clear answer. This has been driving me nuts for weeks. The issue appears to be Blender's. My blend file has the UVs clearly and correctly rendered but upon export to psk, obj, or fbx Blender screws up the UVs.
 
Old 08-23-2013, 05:11 PM   #4
Diffus3d
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Glad it worked out in the end. Good luck! Also, sorry for all the grammatical and spelling errors, had surgery yesterday and was hopped up on goofballs.
 
Old 08-23-2013, 05:11 PM   #5
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