View Full Version : Modeling in Maya, export to UnrealED
06-17-2009, 12:01 PM
I have never used the Unreal Editor before, but I am skilled using Maya.
My friend TheVoid and I are trying to make a map, and I could make some amazing models or "meshes" for him to use, however, although I figured out how to export the actual model for his use in UnrealED, I don't know how to export my assigned shaders, or materials, or colours, so that he can import it and it will look all pretty.
Does anyone know how to do this?
The model file I export from Maya is a .dae file. That's all I know.
06-17-2009, 12:19 PM
Far as I know you're can't export shaders from maya to unreal.
Unreal accepts .tga
06-17-2009, 12:27 PM
He's asking, and Cherries feel free to correct me if I'm mis-stating this, how to export the material from a mesh created in Maya to UnrealEd.
I know how to import a .tga into UEd, but how does he export a .tga from Maya?
06-17-2009, 12:51 PM
He's asking... how to export the material from a mesh created in Maya to UnrealEd.
Bingo was his name-o. That's the question.
06-17-2009, 12:56 PM
you don't export the material or the texture from Maya (unless you used "render to texture"), Just export the model from maya and import into unrealed. Then import the Texture you used in Maya (which you used to create your maya material) into UnrealEd and create a material from it which you then apply to the model again. As apophis said (and as far as i am aware also) UnrealEd will not import a material that was made in Maya unless anybody knows any different?
06-17-2009, 01:45 PM
check this tutorial i think it'll have wot you need
06-17-2009, 02:04 PM
you don't export the material or the texture from Maya (unless you used "render to texture")
I'm not sure of this process, but I am interested in it. How do you "render to texture?"
06-17-2009, 04:11 PM
Try this :
I would recommend using the .ase exporter. I tried a .dae plugin and had trouble having to manually scale everything, UVs wouldn't show up correctly, etc. Search for the ActorX plugin and use that to export by loading it and typing "axmesh" into the command line. It has much better compatibility (since it was created by Epic)
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