@orangesky Thanks for the interesting question, I'll try to give you a full answer based on my experience. It's my first time making the interior so I also had to figure out many things down the road. This is quite a small scene, so I can afford to build it inside the 3D software, but if we are speaking about something…
I have tried exporting out of modo 501 with fbx and collada into unreal to see if smoothing groups work. Smoothing groups do work with collada, but my mesh is about 250 smaller than if i export with FBX (no smoothing groups though) has anyone gotten this to work correctly by exporting from modo into udk yet? i hope i'm…
did some investigation on this. I tried the exactly same mesh exported as OBJ and it works. Then I exported it as FBX without Axis conversion (Z-up) and it also works. Then did another export without changing anything else (only change to Y-up within the exporter) and it produces the same results as in the screenshot that…
The exporter can be pretty slow. What i would do is check and make sure there are no extra meshes or objects you dont intend to export(like a high poly mesh) as it will export those(even if they are hidden)too. If you notice really long export times, check for things like that. If that isnt the case there may be something…
Have you exported your meshes as .SBM separately??? You must export the lowpoly meshes as a .SBM ( with the "export cage" checked in ) and the highpoly meshes as other .SBM. Judging your image seems the lowpoly/highpoly models are exported into to the same file. After the two SBM files are exported, you must add the…
New question here. I want to export a mesh from max to crysis 2 sandbox. The mesh consists of one main object and 4 subobjects assigned to it via schematic view. For every part I have set up a material in max as a multi material. The material with the sub materials exports fine from max; But I just cant assign them to the…
Once upon a time, animations were stored as deformations of a models vertices. Basically put, you animated a model by moving it's vertices, and each keyframe would store the different positions of every vertex in the model. This allowed for total and complete freedom in animating your model. You could make your model do…
On http://www.3dbuzz.com you can find some good video tutorials about motionbuilder. They show how to export a skeleton from Maya and charcterize it in Motionbuilder. The tutorials deal with motionbuilder version 4, but I think it still the same process. Basically its the same procedure from Max to Motionbuilder. I don´t…
Hi I would download some examples off sketchfab, export it into your 3D tool of choice and see how others do it and then try it yourself. Good luck Example - https://sketchfab.com/3d-models/the-spitfire-cockpit-experience-fff15c46761b43049520cca82b5b4334