I'm working on some trees and when I imported them into UDK, I had over 50 elements that I had to apply the materials to. Normally, I usually only have 2 if I have a separate material for the leaves and bark. My method of modeling them hasn't really changed, so I'm not sure what caused this. I usually model in Maya with cylinders and make the trunk, then I duplicate the cylinders and change their shape a little for the branches, while also removing unnecessary edge loops/ vertices. For the leaves, I just make a card and do the same duplication process. Then, I select all of the objects and 'combine' then export as FBX. I take the FBX and import it into Max to add the vertex colors, export another FBX, then import into UDK. Is this not a good method? Having to add materials to 50 different pieces can be time consuming...
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First thing to try: select all the faces and apply a single material/MatID (can't remember what its called in Max) to them all again, just in case?
Yeah, I was working on another tree shortly after this post and it was up to 60 something. I think it's definitely related to me duplicating things over and over, I've just never seen it like this before.
Do you know of anything similar in Maya? That's what I'm using to model in. I only use Max for the vertex colors for animation, because I can't seem to find a way to do it in Maya.
It's worth mentioning that the 'export selected' for FBX doesn't always ONLY export the selected. I'm still trying to figure that one out too--sometimes it insists on exporting the entire scene.
I'll have to check when I'm back at my computer after class. I did delete the history(I usually do before I export).
Another reason I need to learn Max more I'll update later when I get back to my computer and check out the Outliner. The Maya file did have a bunch of other models in it, so maybe their information is being exported as well like you said.
I've tried "Connecting Components" in Maya, duplicating it and exporting, importing into UDK with 'combine meshes' ticked, and importing the FBX into a scene of its own to export from. Now, UDK is telling me my import failed when 'combine meshes' is unticked.
Also, I just thought about this, but check to make sure you haven't been creating new UV sets each time you combined. If you pop up the UV editor there's a drop down that should say 'map1' or UVset1 or etc....see if there's a long list of sets there on the final model.