There is no .mtl file, so it does not import the texture, but I added it back after importing... here it is with just the normal map: The normal map's red channel had to be inverted to make it work correctly in OpenMW.MiroslavXO wrote:I use latest .fbx that ships with Maya 2017. So I'm using StingrayPBS material and that's probably why you can't open in Blender.
But here is the axe mesh as .obj and all the maps I have created.
So in Blender or any other similar application it should look something like this when you apply material and maps.
The size was already quite good (at least for a one-handed weapon), so I did not change it, although I guess it could be a bit bigger. The other textures I could not really use, you'd have to make a specular map instead of the metallic and roughness ones.
Here it is, ready for use with OpenMW: It will replace the steel war axe. If OpenMW is configured to use normal maps and specular maps as described here, you can just place the specular map in the textures folder (preferably as a .dds file, but Morrowind also supports .tga and .bmp, and so does OpenMW, I believe; don't know about .png, though) as axe_small_spec.dds, and it will be used automatically, just like the normal map.