ah... sry. I misunderstood the question. You're talking about exporting/importing with multiple embedded points. There's a bunch of places you can choose to "tack" on that data but, yes, it would most likely require some tweaking to your exporter + a tool to access those in the game... but it should really be fairly…
The only way I can think of is, you'd have to use a script or plugin to export to a common format (is there a .3DS export script for Gmax? Have a google...). There's no way to directly convert a .gmax file to a .max file, so you'll just have to see what your importing options are for Max6, and go and find out if you can…
So I had a little trouble with a sculpt today, was more than half asleep and made the mistake of not creasing or adding a chamfer to my edges of one of the many rock/earth ledges I've been building for this level. The sculpt was fine but xnormal couldn't project my bakes to my low poly because for some reason beyond my…
@Seriffe - Looking really great so far. The like the lighting and the glass windows. Since I'm completely new to UDK, how did set up the lights for it? @InProgress - Your scale and colors looking pretty good so far! @Keosar - Awesome work on the benches! I actually couldn't figure out the design from just the concept, but…
Use both. It's usually a lot easier and more precise to start by modeling as a normal, low-poly mesh in something like 3ds and then taking it into Zbrush for detailing. I pretty much make the low-poly (adhering to the grid in the app for modularity), take it into Zbrush to make it uniform and then subdivide, sculpt away,…
I'd recommend xnormal for what its worth. At my last job the workflow was something like: a) Block out model in 3dsmax b) Export to zbrush and create a high poly sculpt c) Export the high poly object for normal mapping d) You'll probably need a better low poly mesh at this point than the block out. I'd normally decimate a…
Another option would be to write a exporter for something like Blender (python), Sketchup (ruby), Unity3D indy or anything else that is free available. That way you could always redirect your 3rd party artists to use the tools within that package. Or.. create a AIR/ FP10.x+ application that writes a snapshot of a class as…
Okay, so I have a new effort. This one is 5k, falling somewhere between the original 8k and the 2k above. The material I've applied to the trees to create the seasonal effect is actually a instanced material with one Scalar Param for "autumness" and another for "winterness". Combining these gives you all the variations of…
@MagicTurtle After some testing and troubleshooting with zbrush and substance, I've realized that for some reason upon export to .fbx zbrush changes not only the scale by 100 but the position is changed too (i have an axis setting wrong?). It does not do this with my .obj files which is why they were baking fine.....I will…
Ok, I exported the animation to FBX (checked the "bake animation" box and left the other options untouched). Then I refreshed 3ds max with a new scene (keeping the objects) and reimported the file. I removed the ik chain and proceeded to export to kf. So far so good but, when I open nifskope to check the animation, the kf…