Hi all,
I create most of my assets in Rhino before converting them to meshes and exporting to 3ds Max. This process creates lots of triangles and the topology isn't particularly clean, which I believe makes exporting out to UE4 a bit more problematic.
I wanted to ask if someone would take the time to show me how they would approach the mesh in the picture - I wanted to attach the .max and /fbx file to this email but wasn't able to - can someone tell me how I can attach it to this post or I could email it if someone wishes to have a look. - it's just a simple path created in Rhino. It would need light UVs/texture UVs and to have a collision channel. It would really be appreciated if someone could help or advise as at the moment I have a bit of a mental block on exporting from 3ds Max and haven't had much success so far.
Thank you
Gooner
I create most of my assets in Rhino before converting them to meshes and exporting to 3ds Max. This process creates lots of triangles and the topology isn't particularly clean, which I believe makes exporting out to UE4 a bit more problematic.
I wanted to ask if someone would take the time to show me how they would approach the mesh in the picture - I wanted to attach the .max and /fbx file to this email but wasn't able to - can someone tell me how I can attach it to this post or I could email it if someone wishes to have a look. - it's just a simple path created in Rhino. It would need light UVs/texture UVs and to have a collision channel. It would really be appreciated if someone could help or advise as at the moment I have a bit of a mental block on exporting from 3ds Max and haven't had much success so far.
Thank you
Gooner
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