You also have to be careful with how you layout the hidden edges (in max at least) some exporters choose to redo the tri-striping which could change the twists in the rope. Triangulating the mesh before export takes care of that problem (turn to poly > 3sided polys).
Tadao215: As long as it's a texture map you can merely right click on the file in the generic browser and click export (from which you can select the file type of TGA, etc). EDIT: P.S. you can also do this with exporting meshes to OBJ format.
Subtools are awesome, but this means if I want to export and import into ZB2 I either have to do so for both the highest and lowest subd level of each tool or export the whole thing, which I dread, with the amount of polys the characters are, we're looking at a file that is a gig.
Hi there, Doing test bakes at this time is pretty much pointless. If we assume that the low.fbx you provided is indeed the one that you were actually using for your bakes (and not some re-export coming from a later step in your process), then the only thing for you to do for now is to figure out why these edges show up on…
http://www.bb0x.com/tuts Exporting to unity is pretty simple. In my tutorial about it I talk more about setting maya and the fbx exporter up properly so you can use it as is in Unity. (unity scales fbx's down to 0.01 for some reason.)
export and import settings usually have scale features which sometimes automatically configure themselves to the wrong settings make 100% sure you're exporting everything at the same scale multiplier import them into a new scene, with identical import scale settings, to check
Import and re-export doesn't affect vertex order unless you use the wrong preset on your obj exporter. There are tools in graphite that will do the job but again - ballache. for 35 dollars wrapit really is a no brainer. id happily have paid a couple of hundred for it.
Universal steps: 1. Borders of UV islands should be hard edges ( different smoothing groups for 3dmax) 2. Make proper cage and export it with low poly. I also recommend triangulating before export. 3. Bake with xNormal, using external cage.
No it doesn't. HBAO is somehow exclusive DICE feature. About importing assets. Well you do not import assets to CE3 you export assets to CE3. You have to install plugin to maya or 3ds max, and just selecte what you want to export.
one thing to note about foreign beers is that their export version doesn't necessarily have to taste like the local stuff. Usually the reason is difference of regulations about foodstuffs between countries. For a long time Austrian export beers used to be total crap due to this :(