Yeah it would be nice if it's in 2015. The same guy who made this plugin also made quad cap pro and turbosmooth pro, and a load of other plugins. Kind of makes you wonder what autodesk is doing with all of that money.
The error message is purely due to missing vertex color data. The rest of it is likely projection distance errors. As a starting point use 0.01 for forward and 0.5 for rear, if that doesn't work you're probably best off using a cage.
Check this tutorial out. It's not super detailed, but as long as you have understanding of the softwares involved you should be ok. http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/
http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-EAB3E8C9-DDF4-4525-9BD9-E3A10885CBAB-htm.html In the Viewport Statistics use Triangle count and not Polygon Count.
Here is the solution, I'm using Maya 2016 to exports file with FBX format, The problem been solved when I changed Maya 2016 version to 2015 to exports FBX file format with Smoothing groups and Tangents and Binormals. This is it!
FFB Mage 2015 SP! Also here is my new thing im working on: Need to rig and animate. Anyone know how to connect two joints to a single joint? Im trying to reg up the hands proper.
Sorry, but what I had to write, I myself do not know, I just wanted to know how to improve what I do. But here is the real object with which I did. Yamaha PAC-012 BL
Adding transitional meshes could finalize the already great look for your gums/teeth: https://cdnb.artstation.com/p/assets/images/images/012/926/967/large/vadim-sorici-transitional-meshes-tutorial-teeth01-update.jpg?1537221551
Hey it's 2015 - https://www.dropbox.com/s/4w94yq9cawwtra5/bow02.max?dl=0 I just looked at the weight table, I'm not sure what I'm looking for in terms of problems, they all show the values I set. Thanks
Sweet scene especially for a first level in UDK. Logan5 has a point, some breakdowns would be killer. http://orbart.free.fr/index.php?Gallery=105 Orb, shows a really nice process on how he went about sculpting :)