Before exporting my mesh into UDK i normally have it zero'd out in the middle of the grid in maya, but I was wondering if that is the most ideal way to export a asset into UDK? Is there a better spot to place the mesh on the grid before exporting that works better with the engine when moving assets around in the engine?
Editable Poly is what made Meshtools et al possible in the first place. So we are both talking functionality, not the technical underpinnings (of which I have no clue of), correct? Because Meshtools brought all the poly modelling goodies: Connect/Divide/Push/Pull/Relax/Inset and so on as well as selection functions like…
Small suggestions and a bug. * GLTF import would be cool. * GLTF export doesn't work if you create a texture project, It wont export it complains about missing textures even if you already exported the textures.
Create a 1-unit scale cube, export (double-checking export settings for scale parameters), import (again double-checking settings), and measure. Then tweak export and/or import settings until you achieve parity.
What are you trying to export? A normal map or Diffuse? Because your cracks don't export out in your Diffuse/Albedo unless you painted those in. Depth information gets baked and exported elsewhere.
When you say export both, does that mean export both the low poly, and the high poly added detail? Also is that exporting the model or the maps? Sorry for basic questions but I appreciate your help!
Even though there are plugins that allow the editing of custom normals, that's render totally useless because Blender lacks the ability to export those custom normals. That's the problem I ran into. Blender's exporters recalculate normals on export.
I've tried exporting a box with a single bone that exports with no errors, but still crashes UDK. Tried exporting the FBX with 2012.0 version, no luck. I tried UDK on another machine and the skeletal mesh still crashes it.
are you exporting with smooth on obj settings? Before exporting, u might did some mistake inside Maya, try unlocking all normals and redoing it and export again deleting all freeze transformations and history.
Depends on what you define as intuitive. Remember, everyone as their workflow and they get used to it overtime. For example, I always hated vertex painting, reason I didn't want to get into ZBrush and it's standard, albeit archaic nature of 'doing things' in which required years of correcting manually in Photoshop. A guy…