Hello there, I understand that Epic doesnt want us to export their statics/textures ect... but I wanted to create terrain in Ued then export to max so that I could model directly onto that terrrain... This would make my inexperienced life much better I imagine. Is there a way that I can flag my uniquely self-made terrain…
have you tried going to "file" in the upper left hand corner and selecting export and export all, and choose obj? I've never tried it will terrain, but I've managed to block out my current scene i'm working on in UT and then export as obj to max. It also seems to only really work with additive environments, when I tried…
Has noone made an exporter for UT3 yet?I mean i know the cocked folder cant be exported from Unreal Ed .There has always been walkarounds or applications that export both static meshes and textures from the older unreal like UT2004
Microneezia: when you making terrain in UT3 and only have the terrain in the scene, did you try export all? because that works for bsp. Exported selected seemed to have the same problem as your describing for me in a few UE3 editors.
Microneezia: OK i tested the export all, and obj doesn't work when importing it into 3dsmax. I discovered that if you export as an STL (make sure you type that extension when saving it.) it opens in 3dsmax. Not sure if Maya supports stl files though.
I guess then its normal to just bring in the static mesh's and sculpt the terrain around that. So you guys generally just have an idea of how the terrain will look like in your head / concepts while you sculpt the houses, vegetation ect? And for scale, you bring in your main character I guess and just move him around the…
the best way to do this is make the terrain in your 3d program then bring it in to unreal and build a layered complex shader for your materials to swap between the textures ur wanting to mix together on your terrain. either that or build your assets with the thought that you are going to sculpt the terrain in ut3 and then…