So I'm looking into asset modeling, and i find the best way to get a feel for stuff is messing around with models that are "doing it right."
i can't seem to find a way to export a static mesh to play with from UDK, and i don't know if they intended it to be this way or what, i don't really think anybody's going to end up stealing their assets and taking them to another engine...their engine is free and i'd hope there's a little more respect in the community to do that anyway. but i doubt they'd want to prohibit this, because they want people making games.
obj max maya all acceptable, much appreciated
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axios that would be perfect. i tried it though and my obj's are coming out blanks, so i'm not sure if i'm not selecting them in geometry mode or what is necessary for it to export correctly
http://www.deep-shadows.com/hax/3DRipperDX.htm
But there are probably others out there.
EDIT: I can't find the darn thing, maybe they removed it...
http://udn.epicgames.com/Three/GearsMods.html
http://udn.epicgames.com/Three/UT3Mods.html
http://www.gildor.org/en/projects/umodel
The models inside of UDK are "cooked", a process which strips all of the necessary data for exporting meshes like that. Normally you would be able to right click on one of the static meshes in the Content Browser and export them to an OBJ file from there but not so with cooked packages.
Static meshes in UE3 are nothing fancy most of the time. They're low poly enough to get the job done, they have multiple material channels set up (if needed), and sometimes will have their own custom collision mesh instead of using a UE3 generated one.
If you have any questions about them let me know. I contributed to UDK so I'll do my best to help you where I can.