@
Deliverator
I came into several problems when trying to create my own building model:
1. I have no knowledge of Blender (and maybe because of getting old, I have no idea how to pick up new software as before), but I'm an experienced modeler using Maya, mostly static models like objects and buildings. Is there any workflow that I can skip Blender? Reading the official assets I assume the geometries (and animations) were imported from 3DS MAX (which surprised me a little), so there should be a way? Can I create Geometry within AssetEditor, import a source file like .fbx, or even .mb if it allows me to, let it create a fgx file and add to the asset?
2. I've also tried to build up geometries in Maya, export a FBX file and import into Blender, then run the script for Nexus. Then I always receive warnings either says there're
unweighted vertices or
0 size of UV mapping. I can probably create a UV set in Maya before exporting, and I should do that for textures. But what are the unweighted vertices? Something to do with Armature? This might be a dumb question, sorry for that.
3. By some mysterious luck I managed exporting the .br2 file once and twice, and opened in Nexus, saved as .fgx and created .geo files. Previewed, showed the geometry but the bounding box or world grid planes, whatever you call it, are
RED? Does it mean there's anything wrong? Because it should be black as in your screen-shots, and when I open some official fgx files.
4. In the AssetEditor, I was able to add the Geo that I created in Nexus, gave me the vertex count, mesh name correct, material not set because I didn't do that. But I saw
nothing in the preview. Just a default grassland and nothing else. Through same process getting the official model exported and imported again, I was able to see a geometry without materials assigned. So I guess it was related to the RED grid planes for some reason. Any theory why?
5. So when modeling,
what should I include? I have polygon mesh geometries out of Maya, I assigned an Armature to it in Blender (where I guess was the problem, because I don't totally understand how it works, as well as vertex groups)(also I believe this can be done in Maya, just didn't look into it), I didn't create a UV set but that can be done easily. What else did I miss?
Sorry that I don't have access to Nexus nor AssetEditor right now so I can't provide any screenshots.
So far. I know that's a lot of questions. It will be great if you can help me out.
Thanks!