Hello,
I've began studying UDK and it's going wonderfully so far, although I have encountered a problem. It has to do with scale.
I have a scene in 3DSMax, which is a pretty big environmental piece. Inside Max, I did not want to scale it up to huge proportions so I wouldn't have scale issues in ZBrush.
The models pretty much cover up the grid as seen below:
Originally, the scale of this was about 6-7 times bigger in Max, but some brushes did not work properly when I imported models into ZBrush... hence I scaled everything down.
My problem is that when I import the stuff into UDK, it is so tiny it's unbelievable. I can't even navigate the camera with the slowest Camera Movement Speed.
A quick solution is to immediately scale the models up inside UDK, but I was wondering if this is the best way to resolve the issue.
Should I scale everything up in Max after I reimport everything after the sculpt? And then import like that in UDK? OR is there anyway to avoid all the scaling?
Could anyone shed some light on how to handle the scale of your models throughout the work pipeline?
Thank you!
Replies
So, everything seems to be in order. I was confused as what I should do if I want to take my asset into ZBrush. If i work for Unreal scale from the creation of the base mesh.. then I will have scale issues in ZB. But, as I see it now: you model normally as you would.. and then when you are ready to export from Max and import into UDK, you scale the model up.
Does that seem logical?
If anyone has more tips, suggestions on the matter, I`m more than willing to listen.
Thanks for the help so far people .
Any thoughts?