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.
I'm not a gun expert and so do not know if the cylindric thing at thhe bottom is a cylinder.. meaning: has a circular crossection alll the way.. so if it matches the reference.. then it matches the look. There is also the hand thingy hidding something. You are not into 3D printing a functional shotgun do you :tongue: ??
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…
@SeveredSon: Thanks for the tipp. Its not really night, more like overcast weather which causes the "darkness". I definatley apply your tipp! @leluxart: Thank you, I'll definatley come to that rolled away debris when I finish that part! For the fire, I used exactley this tut. :D I have no idea why it looks so repetetive…
-First the creasing on the zoomed in portion of the first picture in my second post. -The seam line along the side of the crossguard in the same pic. Thats two UV islands joining there. I exported the LP with 1 smoothing group using the settings according to UE4 documentation, like in the screenshot in my first post (…
This is a Zbrush problem as old as the hills. Zbrush isn't a true 3D environment and uses its own native scale that has no real relation to real-world scale. The Unify 'bounding box' is 2 ZB units - which is the equivalent to 1cm in Maya. If you create any ZB primitive and go to Geometry>Size you can see that. This is the…
This a thousand times. Since that's your only layer, as far as the exporters are concerned the transparent areas have nothing, so how would it know what color to fill the rbg portion with? White just happens to be what Photoshop does, maybe some programs fill with black, etc. But the way to fix this is hilariously easy.…
-Export your hipoly/s from zBrush to your hard disk/a disk. If you want you can polypaint it/them beforehand and that will give you a color map when you tick that option in xNormal/Maya baking (all 3d apps can bake maps but xNormal is straight forward, maybe Maya too I dont know). -Decimate a copiy of the highpoly/s…
You'd have to export using the RMA-packed UE4 profile in DDO, or manually combine the maps with the regular UE4 export. I prefer manually doing it. I've noticed compression artifacts in the RMA-packed export and prefer to avoid that.