Yes I've installed it already and as I said hard edges work when exported through fbx exporter but not through "send to mudbox". Could you possibly share a max file that works for you? Edit: And also, how did you crease your edges?
Yes, it's mass exporter tool, but all Vray materials Converts into 1 material in Unreal. Uncheck OverrideMtl Option before Export, then you will get all your materials in UE, but without Metallic, Roughness etc. You need to use base material "override material"
I did but for some reason they won't look much like yours. I modelled them all. Right now im stuck with exporting my decals and substance designer crashing when exporting textures. I might have to get parallax working in UE4.
Dunno if it helps nor what you are using but exporting from max I have had a whole range of issues in the past a lot like yours and what fixes them is exporting in .SBM format and using the ray distance calculator for about 15-25 seconds
You also have to be careful with how you layout the hidden edges (in max at least) some exporters choose to redo the tri-striping which could change the twists in the rope. Triangulating the mesh before export takes care of that problem (turn to poly > 3sided polys).
Tadao215: As long as it's a texture map you can merely right click on the file in the generic browser and click export (from which you can select the file type of TGA, etc). EDIT: P.S. you can also do this with exporting meshes to OBJ format.
Subtools are awesome, but this means if I want to export and import into ZB2 I either have to do so for both the highest and lowest subd level of each tool or export the whole thing, which I dread, with the amount of polys the characters are, we're looking at a file that is a gig.
http://www.bb0x.com/tuts Exporting to unity is pretty simple. In my tutorial about it I talk more about setting maya and the fbx exporter up properly so you can use it as is in Unity. (unity scales fbx's down to 0.01 for some reason.)
export and import settings usually have scale features which sometimes automatically configure themselves to the wrong settings make 100% sure you're exporting everything at the same scale multiplier import them into a new scene, with identical import scale settings, to check
Import and re-export doesn't affect vertex order unless you use the wrong preset on your obj exporter. There are tools in graphite that will do the job but again - ballache. for 35 dollars wrapit really is a no brainer. id happily have paid a couple of hundred for it.