Definitely check up on Keen's Batch Exporter. It saves tons of time by centering each selected object, reseting the positions to 000 (based on objects pivot point) and exporting each asset based on whatever their names are in max. http://www.keenleveldesign.com/html/misc/exporter.htm
You should still be able to export Crosswalk for v6 at http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=13525184&linkID=12544121 With Actor X, use the full plugin instead of just Export .ASE, there should be an option for Obeying Hard Edges.
Just to add, I'd use xnormal's SBM format to export from Max, it brings along your cage automatically. Set up your stack with a Turn-To-Mesh (or whatever else can triangulate your mesh), place the Projection on top and export SBM.
renderhjs, actually I have no problem with exporting textures with exporter I use. the problem was to replace address in material slot that refers to missed texture. which can be solve with Bitmap/Photometric Maps that monster told. thank you VERY much guys. :thumbup:
I´ve had way more problems with exporting in zb 3.5 than I ever did in 3.1, really hope they fix it for 4. Like East said, check if your models are aligned and if not, import your lowpoly into zbrush, resize and export again.
Interesting, in C4, the UV's are flipped, or rather, turned 90D (since the wood is facing the wrong direction everywhere). I'm using the .DAE exporter that came with Max 2k9 ( I did do the web update, no effect ) - is there another good .dae exporter lying around?
You don't need to project the polypaint. You just use polypaint to texture function and export the texture. Apply it to your low poly. Note: ZB uvs are vertically flipped in relation to other software so hit the flip v button before export.
does xnormal support Mayas tangentspace? if not, ignore maya and check it in your target engine. say unreal or unity on the mesh side, get rid of the ngons, triangulate before export, the exporter or importer in xnormal might triangulate differently than maya does
ive exported terrain as an obj, but its been like a year. I just selected the terrain and then there should be an export option somewhere in file. Sorry about the vaugeness, but i haven't done it in awhile, and i don't have a copy installed right now.
could you try to export the object as obj and reimport back... i had some corrupted objects in the past and was able to repair them this way... an other trick would be to use an alembic GPU cache as live object.... cache --> GPU cache --> export...