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How do you export static meshes from 3ds Max into UT3 without losing faces?

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    How do you export static meshes from 3ds Max into UT3 without losing faces?

    What is the best way to export static meshes from 3ds Max into UT3 without losing any faces, making sure the triangulation is done, no blue faces, and the material placeholders are intact?

    I have been having really problems with importing Sketchup models from the Google 3D Warehouse into 3ds Max and then, exporting them as ASE files into UT3.

    Anyone out there with any experience?

    Thanks!

    #2
    If ASE is impossible to work with, has anyone tried COLLADA or T3D imports into Unreal Tournament 3? If so, anyone know the workflow from Sketchup?

    Thanks!

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      #3
      fix your model in sketchup then skip 3dsmax with this plugin. http://forums.epicgames.com/threads/...SKP2UNR-v1.0.3 or use it to export ase and import to 3dsmax if you know how to fix your materials there.

      My preference is to export as ASE from that plugin, import ASE to Blender, fix materials and everything in Blender, export once again as ASE.

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        #4
        Blender is full of holes. Is it possible to do that with Autodesk 3ds Max?

        Thanks!

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