How would you manage that? I know UDK allows you to manually manage sorting planes if you wish, but most engines rely on export part for this information. Does it come down to the exporter?
I'm assuming you're talking about getting a model with animation from Max to Maya? Select the meshes and export as an fbx. In the export settings there is an option to set the target up axis (Y-up for maya)
Quixel's export calibrations are scriptable. The docs are right here. I've made a few of my own custom export options for different ways I've packed channels int eh past, it's not too bad.
Check out the ZRemesher in ZBrush for retopology on the tree. Then your process can be like 1. Sculpt 2. Export High 3. ZRemesh 4. Export Low & UV 5. Bake your maps
Hello i have a question how Quixel 2.0 works - modeling objects in 3ds max - export into Quixel - texturing - exporting materials into 3ds max ( and loading bitmaps ) and everything look exacly the same?
Are you exporting to FBX format? Might help to make a control rig, a simple fk rig that's driven by the Mixamo and custom rig, which the mesh is then bound to. This way the exporter only sees the simple rig.
you probably don't have the OBJ exporter loaded up, it's off by default. Goto Window --> Settings/Preferences --> Plugin Manager and check "objExport.mll" in the list and that will allow you to select OBJ as an export option
If you have 3dsmax, how about scaling it in max, exporting an obj (or 3ds...), which you can probably import into Gmax, and then you can export from Gmax with the format you need.
fibermesh can be exported, although whatever you have in the viewport is a temporary blockout, and when u render it smooths it out. Although the mesh exported can be as good if you get enough subdivisions on it.
Do you have preserve edge orientation checked in the Max FBX export settings? That'll triangulate your mesh as well. If that doesn't work try selecting one of the older FBX exports.