Ernegien wrote: Very interesting indeed. Thanks for those reference shots, as they do help to reassure me that the extraction process is as correct as it can be.
Aside from these obvious geometry problems, the other issue that people seem to come across often is that some modeling applications will recalculate new normals after importing the model or before rendering. This is a problem because the new normals that get calculated are now based off of the lesser precise vertex information so smoothing issues may be introduced. In order to get the best results, you will need to import these models into a modeling application that preserves the original normals from the file extracted by Forza Studio.
I believe the problems I'm having is with normals, so I guess (actually i'm 99% sure) it's the blender screwing up the normals, since I've worked with the models in Max and with a proper patience to fix one or two mesh problams (model problem as it seems, not extraction) the models are pretty good and workable.
And it isn't my blender only since I've tried 4 or 5 versions (from 2.49b to 2.56Beta and a few builds at GraphicAll and it seems they all use the same or very similar import scripts.
So far I've tried importing from OBJ, DAE DWF and 3ds (figure it wouldn't work since it's all tris anyway) and I still get the messed up normals.
btw, that bmw logo is really messed up, looks like they didn't give a crap about "lesser" cars... Sounds a bit like GranTurismo and I really don't like it...
edit: exporting files and re-importing them in max, fromm those several formats, still keeps the normals intact.
edit 2:
I guess it isn't just the normals, it's the hole mesh that's messed up.
This is a door handle from a BMW M6, the difference is just amazig.
This is a dae file exported with max, and re-open with those two apps. seems it's not the OBJ format that messes up stuff, it's something else.