further fun with creepy crawlers. turns out the default legs are super dark so the textures don't have to be too complicated. some weird lighting things ingame, to be figured out eventually.
Am I missing a step or something. FBX won't export averaged normals, but it should if they are set to be the default normals through the transfer attributes- normals tool right? It seeming like this is impossible to do.
One other thing that is confusing is I thought the default character size is 96 units (6ft) tall, but in this picture it is about 18 squares tall. I'm not sure how many squares = 1uu.
Have you turned Qualified Normals ON in 3dsMax? It's turned off by default and can only be activated by editing a INI file. Noors is right, there is no need for support loops. This should work right away.
Yes, the Select Object tool. The button to the left of Select and Move. Default hotkey is Q. http://help.autodesk.com/view/3DSMAX/2018/ENU/?guid=GUID-6CEB9419-A182-430C-9C6C-FEE5799324E0
Unfortunately the checker map is not a very good way to check your UVs. I added the reasons in that link I posted. Max's default checker map only solves the first bullet point.
I did this bake in max but I might try taking it over into xNormals I tried doing this in xnormals but I keep this getting this problem where it just produces the default purple, with no details
You might want to look at some of these 3d scans to see how clothing folds, not exactly a tutorial but pretty good reference. http://www.3dscanstore.com/index.php/default/full-body-scans.html
I don't know of anyone in the company who uses Keyshot, unfortunately. The best advice I'd have here would be to export as the default Specular PBR and try loading those textures into Keyshot.
You should change UDK's FOV to match it, go to console command and type 'FOV'. I believe the default value is 90 which for your scene is too wide, something like 60?