Hello everyone,
maybe it's me, but:
I've setup a simple static test model, with skin (a double bench).
When i export to either .ASE or Collada format from within 3d max (2009), and import it into unreal content browser, all it imports is the geometry, not the textures/skin. (even if i say: include materials etc)
It's just the geometry with the default checker (blueish) unreal skin applied.
I don't receive an error from unreal or anything.. it's busy for some seconds.. and then.. the thing above happends.
I've seen some vids from 3d Buzz (UT3 related), and on their video it worked instantly.
I've setup the same parameters (inside max and unreal), but no luck.
Is perhaps the .ASE or collada export in max 2009 broken? or incompatible?
I'm stuck on this issue.. read many tutorials/documents on the internet, but no luck.
Could someone point me, on what it takes to successfully import a static mesh, including applied textures/skin from 3d max2009 into unreal?
maybe it's me, but:
I've setup a simple static test model, with skin (a double bench).
When i export to either .ASE or Collada format from within 3d max (2009), and import it into unreal content browser, all it imports is the geometry, not the textures/skin. (even if i say: include materials etc)
It's just the geometry with the default checker (blueish) unreal skin applied.
I don't receive an error from unreal or anything.. it's busy for some seconds.. and then.. the thing above happends.
I've seen some vids from 3d Buzz (UT3 related), and on their video it worked instantly.
I've setup the same parameters (inside max and unreal), but no luck.
Is perhaps the .ASE or collada export in max 2009 broken? or incompatible?
I'm stuck on this issue.. read many tutorials/documents on the internet, but no luck.
Could someone point me, on what it takes to successfully import a static mesh, including applied textures/skin from 3d max2009 into unreal?
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