I second the workflow Nitewalkr suggests. The key is to export your model as an .obj between programs. Obj is the default export option in ZBrush but you'll have to turn Maya's .obj plugin on the first time you use it. Within Maya, go to Window > Settings/Preferences > Plug-in Manager and make sure objExport.mll is checked…
Can I add a question to this thread, and I don't mean to hijack. I also have a building that I need to export from 3DS Max, that requires multiple different materials in UDK, is there anyway I can export just the ONE .ase, and have all the seperate objects within this .ase file have material slots available to me in UDK?…
Do you have another program that can open the file to check its UV's once exported? Because all the evidence points towards UV's breaking after export. Or at least check the .FBX version you exported that did bake something out, and seeing if its UV's remain intact. The other option is you have multiple UV sets and the…
I do have bake animations enabled, and if I try to export the rig as well, Maya crashes. Whenever I export though, I get this warning message. "243 attributes had complex animation. Complex animation was exported as baked curves. (29160 evaluations done)" I'm guessing this might be the issue, but I have no idea how to fix…
im using version 3.12. Scale is set to 1 when I export (im using Maya) @ Pior- Im moving it because I had to move the entire character because it wasnt positioned properly on the grid when I exported. I should have just lined it up when I exported but I just did it in Zbrush. So im importing something from the mesh thats…
Never mind, DXT1 import/export seems to be working correctly after all. : ) As an aside, layer-based transparency (i.e. via masks) is currently discarded at DDS export. This is due to the fact that I'm using the TGA file format as an intermediary. As such, it is necessary to consolidate all transparency data into a single…
The grid in Unreal is a power of two, so your meshes must be for example 128 units long to easily snap in that grid. Since you work with a grid of 1 in Max you'd need to set the grid to 1 in Unreal also, which would greatly slow down your work flow. Also there is a possibility you got export scaling enabled or some other…
I have triangulated the lowpoly using the 'turn to poly' modifier in 3dsmax. I then created a cage out of this using the projection modifier and exporting it. It works perfectly for Xnormal, but doesn't for SP for some reason. So the topology of the LP should be exactly the same as the cage. What do you mean exactly with…
Ah, I will look into the Remap Value solution. Sounds very similar to what a 2D Ramp solution would do. Yeah maybe I could get the help of my programmer colleagues to have a look at that animation curve and see what we could make of it. I tried exporting the scene as a Maya Ascii file to see if I could make anything of it.…
This might be helpful http://www.hiveworkshop.com/forums/3d-modeling-tutorials-282/how-to-import-custom-models-32237/ If you can find a .mdx export plug-in you should be in good shape. If not try to find a .mdl exporter and use this to convert it over to .mdx. http://www.wc3c.net/showthread.php?t=90928 There are a few free…