Create a 1-unit scale cube, export (double-checking export settings for scale parameters), import (again double-checking settings), and measure. Then tweak export and/or import settings until you achieve parity.
What are you trying to export? A normal map or Diffuse? Because your cracks don't export out in your Diffuse/Albedo unless you painted those in. Depth information gets baked and exported elsewhere.
When you say export both, does that mean export both the low poly, and the high poly added detail? Also is that exporting the model or the maps? Sorry for basic questions but I appreciate your help!
Even though there are plugins that allow the editing of custom normals, that's render totally useless because Blender lacks the ability to export those custom normals. That's the problem I ran into. Blender's exporters recalculate normals on export.
I've tried exporting a box with a single bone that exports with no errors, but still crashes UDK. Tried exporting the FBX with 2012.0 version, no luck. I tried UDK on another machine and the skeletal mesh still crashes it.
are you exporting with smooth on obj settings? Before exporting, u might did some mistake inside Maya, try unlocking all normals and redoing it and export again deleting all freeze transformations and history.
Depends on what you define as intuitive. Remember, everyone as their workflow and they get used to it overtime. For example, I always hated vertex painting, reason I didn't want to get into ZBrush and it's standard, albeit archaic nature of 'doing things' in which required years of correcting manually in Photoshop. A guy…
@SeveredSon: Thanks for the tipp. Its not really night, more like overcast weather which causes the "darkness". I definatley apply your tipp! @leluxart: Thank you, I'll definatley come to that rolled away debris when I finish that part! For the fire, I used exactley this tut. :D I have no idea why it looks so repetetive…
-First the creasing on the zoomed in portion of the first picture in my second post. -The seam line along the side of the crossguard in the same pic. Thats two UV islands joining there. I exported the LP with 1 smoothing group using the settings according to UE4 documentation, like in the screenshot in my first post (…
This is a Zbrush problem as old as the hills. Zbrush isn't a true 3D environment and uses its own native scale that has no real relation to real-world scale. The Unify 'bounding box' is 2 ZB units - which is the equivalent to 1cm in Maya. If you create any ZB primitive and go to Geometry>Size you can see that. This is the…