Rama
(Rama)
March 24, 2014, 9:12pm
1
#3ds Max
select the objects you want to export
file ->export
make sure you are using .fbx
default settings are usually just great
when importing into 3ds max, if you use morph targets, make sure that option is checked
#Materials
use a multi sub-object material and add a new material for each distinct material you want to apply in UE4
use the Modifier panel and the Material option to set the different material ids for different objects or selected parts of objects.
use poly select to select parts without having to go back down to the bottom of the stack
enjoy!
RAma
There was a great tutorial for UDK3 online that gave the settings and such. It used .ase file format but that doesn’t seem to work with UE4
Here is the link to that video tutorial: link:( “Tutorial”)
Any help on this would be appreciated.
Thanks for the reply. I’ll see what I can manage with this info. I am not even a novice 3DS Max or UE user at this point so you’re speaking gibberish to me. But I appreciate the response.
Jacky
(Jacky)
March 24, 2014, 9:18pm
4
In addition to that, make sure the FBX version is set to 2013. 2014 is still not fully compatible, afaik.
Jacky
(Jacky)
March 24, 2014, 9:24pm
5
Information on using the FBX content import pipeline for meshes, animations, materials, and textures.
Here you can find more detailed info on FBX pipeline.
Great. I’ll take a look. Thank you.
In addition to this, you may want to Export Selected. In the case of having other scene objects hidden in the background, the exporter will only export the selected objects instead of all of the objects in the scene.