if you want the second UV set you need to use 'Mesh>export light map mesh' from the static mesh window. This will export the second UV as another OBJ file.
Okay didn't notice the normals flipped. I exported the High poly as a decimated obj directly from zbrush. Let me try that again and see if it works. I retopology in Topogun.
of what 3d package? well either way of it is just a mesh, no bones and stuff export obj, create a new scene and import that back in, should kill everythign but basic mesh data.
I'm retopologizing a colt revolver i made, the original file got corrupted but i had a obj of it for the highpoly so I'm using 3DS Max to retopologize it using step build.
i've only had one job where they've insisted on the final files being in .max format, every other job i could have done with blender and exported as .obj.
Same issue in 3dsmax the uv's are split when importing the Obj or fbx. But the overall megascan looks quiet sweet Any estimate time between each wave of new scan materials ?
the 0-1 range for UVs is the same in max as it is in UDK. from the looks of it, your UVs are placed properly in max. mind tossing the .obj on here so we can have a look?
So the issue has to do with exporting the high via GOZ from zbrush to max, i found that if i export an obj form zbrush then import it to max and bake it works fine.
i think if you export your mesh into obj it reorders the vertex order, though i'm not sure, just felt bad nobody responded :) cant help on mental ray though...
Download it again, i added the 3 objs i imported into max. uhh 1 is the uved body, and 2 and 3 are the hair, and the headress/thong which should be subd i think