It's an issue with the binormal not being flipped when the UVs are. Fairly common issue with game engines. You can either try to fix it in the shader (I think UE4 does the transforms in the pixel shader anyway) or possibly in the mesh... although I suspect that would need some coding.
Two more problems that are usually easy to fix: search for QNAN and #INF and replace with a 0. Sometimes Maya gets an infinite number (the second one) - and the first is not a number. You'll see a camera transform in the .ma file that's like: 23.QNAN so if you replace it with a zero it will work.
Hi, sorry about it, it only supports editable poly at the moment, not the edit poly mod (basically because I had problems with getting edit poly mod vertex positions reliably, everything else worked but I was too lazy to tackle this little piece of offset transformations...).
Did you do a negative scale? It should be ok after freezing your transforms Then the black backside in general, happens because of a new default setting in the viewports: Viewportmenu -> Lighting -> Two Sided Lighting is unchecked! Solution: Enable it and it will look the same from both sides again.
You probably haven't grasped the basic concepts and are just trying to memorize specific problems and solutions. Wait until you get to do transforms. And when the equations become to difficult to solve analytically, you get to create models in Matlab and look for instability. Lots of fun, actually!
looks like transformers to me from a design perspective: flashy and edgy. Reminds me also alot of the japanese 'Decotora' pimped trucks in somewhat flashy style: you can find more of it here: http://www.darkroastedblend.com/2006/11/electric-light-truck-decoration-in.html
That damn shift-M. I wasted well over an hour trying to get that bloody menu back the first time. Almost as annoying as Max's disable transform gizmo bound to the X key. You know, because thats a command you want to use on a regular basis.
reset X-forms on the low-poly model and rebake, if the transforms are off it can screw up your normals/bake. export your projection cage in the modifier first so you don't have to set up the cage again before you reset X-forms.
It is vert count - once you get UV seams and smoothing groups, you are breaking the tri-stripping routines. You can have 2 triangles with 4 verts, or 2 triangles with 6 verts. You start transforming that in real time and you will see a performance hit.
Thanks kio! Changing to editable mesh did the trick! Bringing it back to editable poly brought back the soup - very odd. I reset Xforms in the Hierarchy tab under Adjust Transform yes? Does this mean I should just export this guy in Edit mesh?