It can go up to 8k x 4k, but that resolution needs too much memory and patience to export from SD, so I just exported it as 4k x 2k And here are the SD and ue4 graphs respectively (too unorganized, I know)
You have to assign polygroups by UV to view the tiles on the mesh, and the maps should auto-bake to corresponding Udims when you export through multi-map exporter. Even though the Udim tiles are overlapped they are actually still there as you imported them.
guys guys guys! I just finished retopologizing a head in zbrush for a source mod, but I don't know how to export it (preferably as an .obj). The export button I would assume you use is grayed out for some reason here is the head:
Yeh thank you both for the links! I remembered yesterday that I actually have Crysis!.. so I now have the editor. there isn't much info on that exporter, will that export all materials etc?.. do you know what it's limitations are?
igi - yeah I usually uv in Modo (loooove uving in Modo), export, use script to assign smoothing groups to uv islands and export to engine. WarrenMarshall - on luxology forum someone posted max like interface for smoothing groups (>>LINK<<)
hum why don't you export the cage created with the projection modifier and apply the same push to that? At least you'd be sure both have the exact same topo. Also be careful with the export options (for OBJ) I'd recommend to uncheck the "optimize" section.
hi my first wild guess is exporting them separate and then import them separate into mt? But what i know for sure u wont have luck with the export options of blender with this...they are just not supported, as far as i know, by mt. cheers
Ah okay, so export the cage through the project modifier instead of exporting a duplicated push mesh. Btw your (or your teammates, not sure exactly who) Brink weapon bakes are some of my favorites ever, very clean work.
If you want to hide polys on a terrain you can do it without having to export the mesh. There's no way to export a terrain as OBJ and reimport it as a terrain object. If you reimport it now you will have a static mesh. This may still work ok.
If you right click in the viewport and choose "export all channels", the result of that should be all your layers merged into one texture (per channel). Can you maybe post screenshots of your document as well as the export results you're getting?