.msh to .obj overlapping polys [Solved]

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.msh to .obj overlapping polys [Solved]

Postby SkinnyODST » Tue Sep 18, 2018 10:04 am

While converting .msh files to .obj in Softimage I notice that some models have some overlapping areas of them that aren`t present in the game.
The following images are from the exact same model, but with the camera moved slightly forward - exposing the overlap (look at the fin on top of the helmet)
Hidden/Spoiler:
Image
Image

Does anyone know why this happens and how I can fix it?
Last edited by SkinnyODST on Wed Sep 19, 2018 11:43 pm, edited 1 time in total.

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Re: .msh to .obj overlapping polys

Postby Marth8880 » Tue Sep 18, 2018 5:15 pm

Well hang on. Why are you converting msh to obj?

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Re: .msh to .obj overlapping polys

Postby SkinnyODST » Wed Sep 19, 2018 3:43 am

Marth8880 wrote:Well hang on. Why are you converting msh to obj?

So I can make some more stuff like this to use as a loadscreen for ma map
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Re: .msh to .obj overlapping polys

Postby Teancum » Wed Sep 19, 2018 1:06 pm

But why not just import the .msh into XSI directly? You could import the models that you need and use Crosswalk (FBX file format) to convert to other modeling and animation suites like 3DS Max and Maya.

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Re: .msh to .obj overlapping polys

Postby SkinnyODST » Wed Sep 19, 2018 11:35 pm

Teancum wrote:But why not just import the .msh into XSI directly? You could import the models that you need and use Crosswalk (FBX file format) to convert to other modeling and animation suites like 3DS Max and Maya.

Oo I didn`t know about that, it converts along with the rigging which is great, there`s some parts that I can rig better but the lighting/overlapping poly thing is still present, and it looks worse than the .obj version
Hidden/Spoiler:
Image

EDIT: Ayy I found a way to remove the overlapping polys! Now I got a fully rigged, noice looking clone model in about a minute! Thanks! And thank you for bringing up the Crosswalk thing, converting it with its original rigging can come in very useful and save me having to rig it all manually

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