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Extracting meshes via REDkit

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shak-otay

Senior user
#1
Jan 30, 2014
Extracting meshes via REDkit



edit: well, the uvs. As Exilium wrote they are lost when using fbx export.
But with obj export they are maintained. At least for geralt__dagger_scabbard1_p1.w2mesh.
 
Last edited: Jan 31, 2014
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Reactions: Exilium
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Exilium

Rookie
#2
Jan 30, 2014
You can do this with characters, too. While the meshes you end up exporting seem to be physically intact, in my experiments with this method, they lose both their smoothing groups and UV coordinates.

I don't know if this is always the case, but I tried it with scabbards. When I reimported them and applied the textures, the meshes just ended up showing flat colors.

Also, if you're in the asset browser and right-click on a loaded mesh, it will give you the option to export it. This feature doesn't seem to be enabled though, since clicking the 'export' button does absolutely nothing :p Well, it works on .xbm textures, but that's about it.
 
Benzenzimmern

Benzenzimmern

CD PROJEKT RED
#3
Jan 30, 2014
It is great that you found out how to do it. I hope the new redkit patch will soon be released to the public and all this stuff should be way easier.

Btw, if you've got a level and want terrain shadows, you can also choose all terrain layers and export the terrain as a mesh. This way you can just import the mesh, put it to the "100, 100, 100 coordinates" and you should have a nice shadow mesh (but if your level is large, it is a good idea to make the mesh a little simpler, or else it might cost a lot of performance).
 
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