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mntlinstituteflr

Is there a single good 3d mesh format?

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Hello, My question is simple. I have an artist trying to export his models from Blender to me in 3ds Max. Of course we have tried the 3ds and obj exports, but in both models some of the normals are flipped and/or faces disappear. I asked him to look at his model in Blender and after me showing him a render of the problem in 3ds Max, he compared it and there were no errors in those parts or any part of the mesh. So, after talking about it we decided it was probably an import/export error in one of the programs or their formats. Since the programs aren't likely to be wrong I ask you the gamedev community.. is there a single good (flawless) 3d mesh format (regardless of size)? I expect any kind of answer ranging from simple to complex answers. But really I just need anything to help lean me and my co-worker in the right direction as what to do. Any help? Thanks, Patrick

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If the normals are flipped, convert the model to an Editable Mesh and in the Polygon mode, scroll down to the bottom of the create panel to the Surface Properties rollout. It has a flip normal option. Click on it and then click the ploygons that you want to change the normals on.

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The answer, you will be surprised to hear, is no, not that I've found. It is absurd, really, that given how much game developers send static models back and forth, no one has yet created a simple interchange format/exporters with good mesh, normal/smooth group, multi uv and vertex color/data channel support. I will see if Autodesk actually improves FBX/OBJ interchange for maya and max or I will begin to write my own.

Speaking of FBX, you should also try that. Also try the Guruware 3dsmax obj importer/exporter.

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Actually I have had no problems like any of yours. I had artists for a game and I allowed them to send me .obj, .x, .3ds. They all worked flawlessly. So between cinema4d, 3dsMax and blender, I could pretty much import and export between the 3....

I'm assuming that you might be converting your coordinates on importing. If you swap x,y or something like that, then you might have flipped normals. And if you have flipped normals, it might not draw the face if the normal is facing away.

I've imported tons of models from turbosquid into blender of all kinds of formats so again, either you are swapping coordinates somehow, or 3dsMax has some import problems.

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