Making this thread out of curiosity as to how other studios handle engine exporting and importing of assets. I'm just curious as to how other places work. For us, the artists handle it through an exporter from Max. I heard of some places where all you do is save the Max/Maya file and it goes right in. Others where there's…
Its possible with any 3d modeling program. We used Max up at Bungie and it was the same thing. Export directly from Max to the 360. I think a lot of people have a big misconception that most studios have an engine like UDK that everything is placed in after its created in the 3d package and then from that engine, exported…
Save Maya file, type build level name into a fancier cmd prompt of ours, level builds in like 5min, run around level and play. Love being able to build everything in Maya and export directly to my dev kit. No need to go into a secondary engine like UDK, set up things there, assemble the scene and then export to the dev kit.
We just export FBX's and textures into the asset directory. Then when we tweak/assemble the materials/meshes in the engine it simply references all the appropriate files with a special .pkg that holds all the settings and instructions for an asset. Advantage is that I don't need to export into any kind of a special custom…
ya i worked with game engines that have a builder app that watches your project folder for new files and automatically converts anything that gets saved there. than there is unity that will actually just fire up maya in the bg when it see's a mb or ma and make a fbx out of it. also in the case of ND if it is there server…
with the company i'm with now all the artists do rough tests in engine while they work then pass to me for final assembly at which point i take care of all the apropriate naming conventions, shaders, animation, blends, ect...
At Dice we saved FBX files which was imported into FrostEd. Any changes done in Maya could then just be refreshed and displayed directly on screen. I guess its more or less the same as in UDK.
In my studio it's pretty much a different engine for each project. Sometimes it's UDK, sometimes whatever engine for the platform you're working on, sometimes an in-house engine. I think if you work mostly for smaller studios, you'll use more engines like UDK, especially since they're cross-platform.