It might still be supported at this point but it is deprecated now. It is suggested that you use FBX now as it's a built in file format for all autodesk products.
Actually ActorX isn't really supported anymore. When you create your animations in the 3D software all you do is click export and choose FBX. It bakes all the animations into the model automatically. When you reimport them into Unreal, it asks you if you want to include your animations.
Materials and UVW is still done in the 3D software. You don't need to do all of them though. If you have a diffuse teture, multi channel mask texture and a specular texture you can use the in editor material editor to change texture coordinates, multiply, desaturate, etc. Essentially anything.
I'm actually looking for a few 3D artists and animators for a project I'm working on. The models here look fairly good too and we are looking for something around the same quality. (2500-4500 tris per model with a minimum of 1024x1024 spec,diffuse and normal maps) Before I hire anyone though I wanted to know if the techniques used here are transferable outside of SC2. We are using Unreal so 3Ds Max knowledge for modeling, texturing, rigging and animation would be necessary but the import pipeline is quite a bit different. Instead you save everything as a .FBX
Some models here are created from scratch so that's great to here. Does anyone here have any ecperience working on different pipelines or are most of the models here mods of existing models? If it's even possible to transfer these skills, I'd love to talk to interested parties about rates.
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@IskatuMesk: Go
It might still be supported at this point but it is deprecated now. It is suggested that you use FBX now as it's a built in file format for all autodesk products.
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Actually ActorX isn't really supported anymore. When you create your animations in the 3D software all you do is click export and choose FBX. It bakes all the animations into the model automatically. When you reimport them into Unreal, it asks you if you want to include your animations.
Materials and UVW is still done in the 3D software. You don't need to do all of them though. If you have a diffuse teture, multi channel mask texture and a specular texture you can use the in editor material editor to change texture coordinates, multiply, desaturate, etc. Essentially anything.
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I'm actually looking for a few 3D artists and animators for a project I'm working on. The models here look fairly good too and we are looking for something around the same quality. (2500-4500 tris per model with a minimum of 1024x1024 spec,diffuse and normal maps) Before I hire anyone though I wanted to know if the techniques used here are transferable outside of SC2. We are using Unreal so 3Ds Max knowledge for modeling, texturing, rigging and animation would be necessary but the import pipeline is quite a bit different. Instead you save everything as a .FBX
Some models here are created from scratch so that's great to here. Does anyone here have any ecperience working on different pipelines or are most of the models here mods of existing models? If it's even possible to transfer these skills, I'd love to talk to interested parties about rates.