Watch the tutorial again, you are exporting it to the Levels folder, I say that the objects must be exported to the Objects folder, like this: \Crysis2\GameCrysis2\Objects\YourProp (If you are using C2) \CryENGINE_v3_3_5_2456_FreeSDK\Game\Objects\YourProp (On the free SDK)
Make sure the object is centered at 0,0,0 before you export the object to Mudbox, thats probably the problem! either that or your object isnt symetrical.
Object in this case refers to the names of the mesh objects (ie: Group24509), not the name of the file (ie: Armor_Body_high.obj). The name matching in Toolbag works with object names.
You can change vertex size in Blender by scrolling down in the Themes menu in Preferences. The default is 3 pixels, which feels very close to the tiny object origin in size. I doubled that value to 6, which is closer to Modo's default vertex size and also makes it easier to select vertices.
so i'm having to animated an irregularly shaped object with an inner chamber (separate object) that needs to animate along with the outer shape while at the same time maintaining the offset between the inner and outer layers. so far the best approach i've found is to set up clusters on the inner object, then parent them to…
Juan "Monster" Martinez wrote a MaxScript to help create overall gradient maps for models "It's becoming popular to overlay a gradient to give emphasis to more important areas of a character. (See DOTA2 style guide.) This script will take your object selection and apply a gradient in object space for each object and render…
So, apparently it is possible to shell just a single element of an object, but for some reason when I select an element of an object (with several elements) in "element mode", and then shell, it shells the whole object. I can't get Max to shell just a selection of element(s). A friend did the same procedure on in his 3ds…