So just from reading threads by other people and such it seems that FBX is the new way to import to UDK and has been for a bit I assume? Mainly just want to check as I haven't had time to keep up to date on every patch notes with each UDK update so I wasn't sure.
Also why the change to FBX? What benefits do it offer? And are there any check boxs that must be hit when exporting from Max/Maya to UDK as apposed to exporting FBX files between Max and Maya?
Thanks
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I love FBX. Makes life easier for me when I'm on a team.
dose this pertain to reading the files once they are in UDK/impacting performance or dose this only refer to reading/writing the file in Max/Maya?
I guess they've been doing a whole bunch of work with it over the last while though. I should give it another shot with udk.
O and Autocon you can batch export FBX much better than ASE for Maya. Hitting my head right now on some problems doing that :P
Yes. You still need to triangulate. There are still some models that do not import even if they are triangulated. I'm not sure why, though.
Look mom, no normals map! This is just a chamfered cube using explicit normals to flatten the main surfaces. Even without manually changing your vertex normals, it's nice to be able to use the normals that MAX assigns to the mesh instead of the normals improvised by UE3 (as happens for ASE).
Thanks for all the info guys. But on the Triangulate topic. Do you mean triangulate in it must be at least all quads/tris aka no ngons? Or do you actually mean the model must be converted to all tris before importing?
If everything must be all tris what are the best methods for Max and Maya if anyone knows, to do this?
All tris.
Here's the difference between exporting an all-quads editable poly and a triangulated mesh:
This'll fight your normal map and can cause bad silhouettes on curved surfaces.
In max, the best way I know is to apply a "turn to mesh" modifier with invisble edges unchecked. Using 'editable mesh' instead of 'editable poly' seems to work as well.