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. :)
lol, no idea how to export it :) I don't export stuff, i just work in max. I'm not much of a coder/techy guy ;) . (and i don't have any engines for stuff like that). thanks guys!
You can't export secondary animation like this to FBX. You could bake the simulation into bones, but it would be a mess to use in another app. The jiggle is best animated in the target renderer... are you exporting to a game engine?
@Archsider Hi ! No in fact I didn't bother with renders at this stage so it's just an export (document > export). It's kinda like a printscreen i guess but just of your window sculpt and in the size of your document (in .psd).
I'm not familiar with Max's terminology or its FBX exporter, but if you're having no luck perhaps you could export to another format that supports everything you need and then run that through Autodesk's FBX Converter?
Most likely, this is a messy OBJ exported from mudbox. Import it into Maya, check your uvs, soften your edges, etc. Possibility even just importing and re-exporting from maya will fix it.
Why are you exporting it to Max if you dont know how to unwrap in it? Surely its better to keep it in your current package until its unwrapped? (im assuming your exporting to max for animation)
Hey guys, thanks for the feedbacks ! I'm not sure of what you mean poopipe but the bones to export are independent from the rest of the rig ! And I didn't try to export it to UE but I'll definitly try it soon !
not sure how you exported it but if it is a regular export,import you will have to go the your material, bitmap properties and change the tilling for "v" to -1. Let me know if you cant find it :0
If you want to export to different apps, the .obj format is the key. You don't need to use Deep exploration. The best you can do is to download the trial and try its features exporting/importing.