I've had this problem for quite a while. The only version of Maya that it seems to be okay on is Maya 2012 using FBX Plug in version 2012.1.1. Maya 2013/2014 crashes about every other export which is highly frustrating to say the least. Hope this helps anyone else.
Man. I was so excited for Maya 2014 to come out, then I was thoroughly unimpressed when it did. It's collecting e-dust on my HD. I hope they come out with a service pack soon to fix everything they broke, otherwise I'm never moving past 2013...
I see you haven't been active since 2014 but I was really really really hoping that there would be some way for me to aquire this 3D model. If there is a price tag attached that could be a problem if it is too expensive but I at least want to try because this is just amazing!
Sorry to post again but I am having issues with my positioning of my model and particles: I am using max 2014 and using Wall Worm to export here are my settings: if anyone can please help me it would be so awesome and greatly appreciated.
From what I understand Maya and Mudbox do not keep the same vertex id order. The video link below explains it in better detail. The solution to import a obj as a layer back into Mudbox is to use the UV option instead of the vertex. http://www.pixelcg.com/blog/?p=314
Oglu, that is a relatively new development. It was added to maya 2014, right? which was released 15-20 days ago... Maybe it has had it for longer in plug-in form but not natively until now? I would still give it a few months until they work out most of the bugs.
Which Max version ? I'm not quite sure but i thought there were some fixes in Max 2014 arround that problem... The problem essentially is windows reporting negative mouse coordinates on the second monitor, if it's the leftmost monitor, and Max does'nt interpret them ( the negative values) in a meaningfull way...
This was just posted today: http://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/ Its the same guy from the "Remember Me" studio (Dontnod) who released the last chart that was pretty popular, but now with updated UE4 values.
I'm actually going off of the FF7 original art https://www.scmp.com/sites/default/files/2014/02/21/761110d13f3dadf926d9e3c7b1316f94.jpg With a bit of some really good fan arts that captured the games feel. I do agree that it does need to be toned down though.
plastix, Nox, iniside, I appreciate the correction guys. I definitely don't use CryEngine enough to know what's going on with it. The Crytek's LPV are however the basis of what Lionhead did: http://www.lionhead.com/blog/2014/april/17/dynamic-global-illumination-in-fable-legends/