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Post by holgerhollebolle on Nov 20, 2017 13:16:43 GMT
If I use OBJ as Exportformat and later reimport my unwraped Obj in C4D the vertice numbers seem to change. When I copy the UVs of the Imported Obj on my original Mesh I get a broken UVmap. Looks like this. On the left the imported Obj. On the Right when I copy the UVs to the original Mesh. FBX seem to work.
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Post by holgerhollebolle on Nov 20, 2017 13:22:31 GMT
ohh.. I found the problem. If the Mesh has Ngons the OBJ export or Import seems to teselate the Ngons differently. If I convert the N-Gons to Quads/Tris before Export it works. Maybe this issue can be solved? If not it would be good the recieve a warning when the Mesh contains Ngons.
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Post by Remi Arquier on Nov 20, 2017 14:06:50 GMT
Thanks for the report.
It would seems that C4D changes the tesselation. Unfold3D VS is not responsible.
A lot of models have NGons, before adding the warning, I would like to see if other DCCs suffers from the problem.
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Post by holgerhollebolle on Nov 20, 2017 14:07:41 GMT
Thanks for the report. It would seems that C4D changes the tesselation. Unfold3D VS is not responsible. A lot of models have NGons, before adding the warning, I would like to see if other DCCs suffers from the problem. Yes, I found that out too. I reported this issue to MAXON.
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