UDK generates the lightmap for this..it needs to know the UV space for the light..that is why the UV channel 1 thing is important...try shooting the chest with the guns laser...if you get burn marks you should be good...as for blender...try exporting the mesh without "write material" checked in the export>wavefront(.obj)…
What I usually do, is I export my meshes with black vertex colors from my 3d modeling app, and then I paint them in unity using this free tool from Synoptic entertainment : http://www.synoptic-entertainment.com/downloads/item/56-unity3d-advanced-vertex-painter in some other occasions, I export painted meshes from my 3d…
I tried to mess with it several times but every time i already have SERIOUS trouble to get my own meshes into the engine, with Unreal this was never a problem you always had a working exporter for whatever 3D package and with CryEngine it was either use 3D Studio Max or GTFO the Maya exporter NEVER worked for me. These…
I'd be willing to bet you use 3ds Max and Photoshop. Use anything beyond that and you're screwed. The 3.5.3 Maya exporter screwed up my Maya install so badly I had to reformat my computer. Not to mention even the example content wouldn't even export properly with Maya. God forbid you want to use Blender, either. I've never…
You can already see that your 3D package is struggling to triangulate it correctly (bottom of the top curve - there's a big shear skewed off to the left) - let alone automated triangulation for a game engine. It's good practice to just do this manually as you go. While ngons tends to work out OK on export, if you get into…
I also use Max 2010 and am having the exact same problem. I just recently updated to windows 8 and now am having viewport problems with the 32 bit version. 64 bit version works, but I can't export certain files for work, so I'm stuck using the 64 bit to model, then exporting from the 32 bit version. This is a major problem…
Since there is no created data on the first renderable frame (frame 1 in this case) then no content will be rendered. You either need to slide your animation to frame 1 and export or change your frame range to begin on the frame the geometry is created (in this case) 2-120 for your cached export. We'll look into this…
You can and should instance geometry in UDK but without a custom exporter you will need to reposition everything by hand in UDK. You need to construct your scene in UDK if you want to take advantage of instancing. That's why I mentioned earlier that you get your scene into UDK as soon as possible. You can export your scene…
I suppose if you're in a pinch you could also -AUV your sculpt in zbrush -generate the polypaint to texture at the highest res -flp v export -at this point you can take your sculpt mesh and export it at any sub that suits you because of the nature of the uv tiles -now take into your program of choice,apply the texture…
I agree it'd be convenient (and I hope luxology adds it), but with pipelineIO script I press one button to export low, another to export exploded low + cage, and another for the high poly. If you just use working titles then they're already loaded into xnormal. Not as fast as just hitting bake, but not that much slower…