"Would i make the scene in maya and export one instance of of each mesh i need" No. You make one in maya, export it, and build the scene in UDK. Don't build in Maya at all.
milkshape loves the .smd format, so for anim sequences AND ref models, find a valve / Half-Life SMD exporter for MAX, then export your reference mesh and animations accordingly, then import in milkshape.
Just export your model to max/maya whatever, place your eye spheres, export the spheres, import and append as subtool back in zbrush. Atleast that's what I do, hope it helps.
Hello, i'm looking for a way to export my animation from maya to unreal4 the twist is that my rig is made from a couple of mesh that are parent to the joints. So when i export in unreal my mesh does not move. thanks for any help in advance :smile:
Things are generally pretty loose around here, but also it's not just post whatever nonsense you want, we do have some rules, and all of them exist for good reasons. If you have some really good output from an AI tool, I'd love to see it. Most of what I've seen is not great. It seems to me when people seek info in an area…
It seems to go back the other way as well ... you have to turn on "Turbosmooth" in the FBX export in Max or else it exports the flattened mesh instead of the control cage. Interesting ... I didn't know this was even doable.
Some of these scale issues can be the result of not resetting xform and collapsing your model before exporting to zbrush. As for the model being rotated there are some options in the zbrush preferences for importing and exporting models so they are oriented correctly.
Are you working in a scene with complex shaders and are you using default viewport or HQ or 2.0? You can try exporting that model into a fresh scene and see if its still laggy. Try FBX or OBJ export.
For the moment I only use qSave + a panel for it (quick tga exporter). At least I don't waste my time when I export my files. :) http://www.polycount.com/forum/showthread.php?p=1041838
Exporting your model in the format you've mentioned is a good idea to test for modularity. I would do three objects (combined as a single mesh before exporting) using the center object as your tile check. :)