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		<title>Texture import (baking) for models in Unreal Engine</title>
		<link>https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html</link>
		<comments>https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html#comments</comments>
		<pubDate>Tue, 10 May 2011 23:41:33 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[unreal]]></category>
		<category><![CDATA[import]]></category>
		<category><![CDATA[guide]]></category>
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		<guid isPermaLink="false">http://metalmedved.com/?p=531</guid>
		<description><![CDATA[In previous articles you may read about export and import model. There is a making testures guide in this article. 1. Open model and prepare it for further work. You should read making model guide and stop at step 9. In this case it uses Zoey model from Left 4 Dead. And you should better [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html' rel='bookmark' title='Model import from 3Ds Max to Unreal Engine'>Model import from 3Ds Max to Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html' rel='bookmark' title='Model export from Unreal Engine to 3Ds Max'>Model export from Unreal Engine to 3Ds Max</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p>In previous articles you may read about <a href="https://metalmedved.com/eksport-modelej-iz-unreal-engine-v-3ds-max.html">export</a> and <a href="https://metalmedved.com/import-modelej-v-unreal-engine-iz-3ds-max.html">import</a> model. There is a making testures guide in this article.</p>
<p style="text-align: center;"><img src="https://lh5.googleusercontent.com/-AufZ4DHahbo/TltakaaYsWI/AAAAAAAAAJM/OiW__XdKXIo/EdSplash.jpg" alt="" /></p>
<p><span id="more-531"></span></p>
<p><span style="color: #00ff00;"><strong>1. </strong></span>Open model and prepare it for further work.<br />
You should read <a href="https://metalmedved.com/sozdanie-novoj-modeli-igroka-v-unreal-engine.html">making model guide</a> and stop at step 9. In this case it uses Zoey model from Left 4 Dead. And you should better convert Mesh to Poly before Skin modifier using. It may use Edit Poly modifier as well.</p>
<p><span style="color: #00ff00;"><strong>2. </strong></span>Using Unwrap UVW modifier.<br />
Select model and use one above Skin. Unwrap UVW cut mesh surface to separate areas automatically each of ones match to specified texture part (hands, jacket, pants).</p>
<p style="text-align: center;"><a target="_blank" href="https://lh4.googleusercontent.com/-rmdHuc6jv8s/TltaK8o9BVI/AAAAAAAAAJM/I2b1qXrexvI/s640/textchar1.jpg" rel="lightbox[531]"><img src="https://lh4.googleusercontent.com/-rmdHuc6jv8s/TltaK8o9BVI/AAAAAAAAAJM/I2b1qXrexvI/s288/textchar1.jpg" height="288" width="240" /></a></p>
<p><span style="color: #00ff00;"><strong>3. </strong></span>Editing unwrap map.<br />
Using Edit button you go to unwrap editing window. There are model parts projections here. Using Move, Rotate and Scale tools it needs to place all parts separately to blue square without intersedctions. It may use Tools/Pack UVs menu action, but this is worse than manually as all parts will have equal scale. It is important to keep original proportions of model parts. Bigger parts should have more space on unwrap map.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh3.googleusercontent.com/-aa0kBbR79x8/TltaKYhC84I/AAAAAAAAAJM/9MhjB-rmA-o/s640/textchar2.jpg" rel="lightbox[531]"><img src="https://lh3.googleusercontent.com/-aa0kBbR79x8/TltaKYhC84I/AAAAAAAAAJM/9MhjB-rmA-o/s288/textchar2.jpg" height="288" width="286" /></a>  <a target="_blank" href="https://lh6.googleusercontent.com/-y7xDbChO9AY/TltaJOEOdRI/AAAAAAAAAJM/Im3ANswYtyk/s640/textchar3.jpg" rel="lightbox[531]"><img src="https://lh6.googleusercontent.com/-y7xDbChO9AY/TltaJOEOdRI/AAAAAAAAAJM/Im3ANswYtyk/s288/textchar3.jpg" height="288" width="234" /></a></p>
<p><span style="color: #00ff00;"><strong>4. </strong></span>Prepare texture at Photoshop.<br />
When unwrap map is done it should to use Tools/Render UVW Template menu item. It creates texture template.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh4.googleusercontent.com/-wLiz5UvFSM8/TltaJgLGSTI/AAAAAAAAAJM/0WwCSPsfWyc/s640/textchar4.jpg" rel="lightbox[531]"><img src="https://lh4.googleusercontent.com/-wLiz5UvFSM8/TltaJgLGSTI/AAAAAAAAAJM/0WwCSPsfWyc/s288/textchar4.jpg" height="288" width="234" /></a></p>
<p>Open this file in Photoshop and fill parts inside with one color. Then copy matching parts from original texture and align it to unwrap shape. After all elements are in right places save it.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh4.googleusercontent.com/-WoC4lqydYMY/TltaIYzX4WI/AAAAAAAAAJM/eutJZAGXaq8/textchar5.jpg" rel="lightbox[531]"><img src="https://lh4.googleusercontent.com/-WoC4lqydYMY/TltaIYzX4WI/AAAAAAAAAJM/eutJZAGXaq8/s288/textchar5.jpg" height="270" /></a>   <a target="_blank" href="https://lh4.googleusercontent.com/-gU0e2E8wr7Q/TltaIlqGKrI/AAAAAAAAAJM/oliFQWN6Tms/s640/textchar6.jpg" rel="lightbox[531]"><img src="https://lh4.googleusercontent.com/-gU0e2E8wr7Q/TltaIlqGKrI/AAAAAAAAAJM/oliFQWN6Tms/s288/textchar6.jpg" height="270" /></a><br />
<a target="_blank" href="https://lh3.googleusercontent.com/-1Aur6O0Zf8E/TltaHKxzaYI/AAAAAAAAAJM/j92pa2hJ8DE/textchar7.jpg" rel="lightbox[531]"><img src="https://lh3.googleusercontent.com/-1Aur6O0Zf8E/TltaHKxzaYI/AAAAAAAAAJM/j92pa2hJ8DE/s288/textchar7.jpg" height="288" width="246" /></a>   <a target="_blank" href="https://lh6.googleusercontent.com/-ebWJv8JKRtY/TltaHSRB6aI/AAAAAAAAAJM/PwbAoNBbIxc/s640/textchar8.jpg" rel="lightbox[531]"><img src="https://lh6.googleusercontent.com/-ebWJv8JKRtY/TltaHSRB6aI/AAAAAAAAAJM/PwbAoNBbIxc/s288/textchar8.jpg" height="288" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>5. </strong></span>Applying texture to model.<br />
Select all polygons and set one ID on Polygon Material IDs tab. </p>
<p style="text-align: center;"><a target="_blank" href="https://lh3.googleusercontent.com/-r44yE4XAsAU/TltaH33UrmI/AAAAAAAAAJM/co2WxgbkmlM/textchar9.jpg" rel="lightbox[531]"><img src="https://lh3.googleusercontent.com/-r44yE4XAsAU/TltaH33UrmI/AAAAAAAAAJM/co2WxgbkmlM/s288/textchar9.jpg" height="268" width="288" /></a></p>
<p>Then in empty slot of Material Editor you should choose Diffuse Color at Maps tab and set it to Bitmap with new texture file. Select all model and use Assign Material to Selection button.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh5.googleusercontent.com/-B0P3W4b38ug/TltaGdJ0a5I/AAAAAAAAAJM/H_H59z6HFGs/s640/textchar10.jpg" rel="lightbox[531]"><img src="https://lh5.googleusercontent.com/-B0P3W4b38ug/TltaGdJ0a5I/AAAAAAAAAJM/H_H59z6HFGs/s288/textchar10.jpg" height="272" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>6. </strong></span>Checking texture quality.<br />
Make rendering, check for texture mismatch. Fix bugs going to step 4.<br />
<span style="color: #00ff00;"><strong>7. </strong></span>Export model to Killing Floor Editor.<br />
Using <a href="https://metalmedved.com/import-modelej-v-unreal-engine-iz-3ds-max.html">this guide</a> import model to KF Editor. On Material mesh tab you should see only one texture slot and insert new texture to.</p>
<p style="text-align: center;"><a target="_blank" href="https://lh5.googleusercontent.com/-1DqXxL4xUCw/TltaG5XuX6I/AAAAAAAAAJM/74o1THzpT3I/textchar11.jpg" rel="lightbox[531]"><img src="https://lh5.googleusercontent.com/-1DqXxL4xUCw/TltaG5XuX6I/AAAAAAAAAJM/74o1THzpT3I/s288/textchar11.jpg" height="231" width="288" /></a></p>
<p>After learning this article you may import characters in KF through 3Ds Max without assistance.<br />
<p><a href="https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html"><em>Click here to view the embedded video.</em></a></p></p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html' rel='bookmark' title='Model import from 3Ds Max to Unreal Engine'>Model import from 3Ds Max to Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html' rel='bookmark' title='Model export from Unreal Engine to 3Ds Max'>Model export from Unreal Engine to 3Ds Max</a></li>
</div></p>]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Model import from 3Ds Max to Unreal Engine</title>
		<link>https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html</link>
		<comments>https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html#comments</comments>
		<pubDate>Fri, 29 Apr 2011 21:00:13 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[mesh]]></category>
		<category><![CDATA[unreal]]></category>
		<category><![CDATA[import]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=403</guid>
		<description><![CDATA[Previously I publish article about how to export models from Unreal Engine to 3Ds Max. Now let&#8217;s look at opposite process. Before beginning it should download 3Ds Max plugin ActorX Mesh Exporter 1. Open plugin, fill the required fields and check all textured option. Click save mesh and it gets ready psk file. 2. Open [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html' rel='bookmark' title='Texture import (baking) for models in Unreal Engine'>Texture import (baking) for models in Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html' rel='bookmark' title='Model export from Unreal Engine to 3Ds Max'>Model export from Unreal Engine to 3Ds Max</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p>Previously I publish <a href="https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html">article</a> about how to export models from Unreal Engine to 3Ds Max. Now let&#8217;s look at opposite process.</p>
<p style="text-align: center;"><img src="https://lh3.googleusercontent.com/-2FN_ViT_c-4/TnEkxaLAmcI/AAAAAAAAAZ8/kS9c4xhVwQo/3dslogo.jpg" alt="3Ds Max" /></p>
<p><span id="more-403"></span></p>
<p>Before beginning it should download 3Ds Max plugin <a href="http://udn.epicgames.com/Two/ActorX.html">ActorX Mesh Exporter</a></p>
<p><span style="color: #00ff00;"><strong>1. </strong></span>Open plugin, fill the required fields and check all textured option. Click save mesh and it gets ready psk file.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-dsDi0Nn52ts/TltaXhjIPOI/AAAAAAAAAJM/tRoDvcfLb0U/impun1.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh6.googleusercontent.com/-dsDi0Nn52ts/TltaXhjIPOI/AAAAAAAAAJM/tRoDvcfLb0U/s288/impun1.jpg" height="288" width="163" /></a>      <a href="https://lh6.googleusercontent.com/-9cFXQuUOVcE/TltaW3-XNBI/AAAAAAAAAJM/Qtvi7BpoMmM/impun2.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh6.googleusercontent.com/-9cFXQuUOVcE/TltaW3-XNBI/AAAAAAAAAJM/Qtvi7BpoMmM/s288/impun2.jpg" height="288" width="76" /></a></p>
<p><span style="color: #00ff00;"><strong>2. </strong></span>Open Unreal Editor, go to Animation Browser, make an import of new psk mesh.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-l5QCaJJo2n8/TltaXCLX-bI/AAAAAAAAAJM/11EDIOtT-Eo/impun3.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh3.googleusercontent.com/-l5QCaJJo2n8/TltaXCLX-bI/AAAAAAAAAJM/11EDIOtT-Eo/s288/impun3.jpg" height="249" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>3. </strong></span>Next it should import standart animation set from psa file. One can be founded in 1st step results of <a href="https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html">export</a>.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-as2KEG1xzwU/TltaWFCzHaI/AAAAAAAAAJM/8hpLRZdao00/impun4.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh3.googleusercontent.com/-as2KEG1xzwU/TltaWFCzHaI/AAAAAAAAAJM/8hpLRZdao00/s288/impun4.jpg" height="249" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>4. </strong></span>Save file as ukx, open one again and fill the mesh propeties. It needs for right 3D orientation and linking with animations. Open default game model file (for KF KF_Soldier_Trip) and copy default mesh properties.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-4Fh4Kumy2qc/TltaWqJigvI/AAAAAAAAAJM/qpe7iCh3xTY/impun5.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh4.googleusercontent.com/-4Fh4Kumy2qc/TltaWqJigvI/AAAAAAAAAJM/qpe7iCh3xTY/s288/impun5.jpg" height="249" width="288" /></a></p>
<p>Then open your file and past it:</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-mc9XVsTZsBw/TltaVcZ2ViI/AAAAAAAAAJM/OMN7tfNwgEY/impun6.jpg" target="_blank"  rel="lightbox[403]"><img src="https://lh3.googleusercontent.com/-mc9XVsTZsBw/TltaVcZ2ViI/AAAAAAAAAJM/OMN7tfNwgEY/s288/impun6.jpg" height="251" width="288" /></a></p>
<p><em>Animation/DefaultAnimation</em> property should be filled manually by mask <em>MeshAnimation&#8217;UkxFileName.AnimationSetName&#8217;</em>  or choose animation set, menu item <em>Edit/Linkup anim and mesh</em> and mesh itself.</p>
<p style="text-align: center;"><img src="https://lh5.googleusercontent.com/-v_m0pfkKX6U/TltaV3iabRI/AAAAAAAAAJM/Yvosal-kQxM/impun7.jpg" border="0"></p>
<p>Save and it&#8217;s done. Now you may use new mesh in game.</p>
<p> It should be noted, that for correct work mesh needs for its own texture and have a standart skeleton. Making textures and linking skeleton are different complicated themes that you may reed in follow articles.</p>



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<br/><br/><p>Read also:<div>
<li><a href='https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html' rel='bookmark' title='Texture import (baking) for models in Unreal Engine'>Texture import (baking) for models in Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html' rel='bookmark' title='Model export from Unreal Engine to 3Ds Max'>Model export from Unreal Engine to 3Ds Max</a></li>
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		<title>Model export from Unreal Engine to 3Ds Max</title>
		<link>https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html</link>
		<comments>https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html#comments</comments>
		<pubDate>Tue, 12 Apr 2011 10:14:15 +0000</pubDate>
		<dc:creator>MetalMedved</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[killing floor]]></category>
		<category><![CDATA[mesh]]></category>
		<category><![CDATA[unreal]]></category>
		<category><![CDATA[export]]></category>

		<guid isPermaLink="false">http://metalmedved.com/?p=388</guid>
		<description><![CDATA[Detailed 8-step instruction + video by example of Killing Floor model below. To start it needs (besides 3Ds Max and Unreal Editor) ActorX Importer script for 3ds Max and unreal archives unpacker umodel. Download link. 1. Unpack Unreal archive with characters meshes. In Killing Floor It is KF_Soldier_Trip.ukx file in Animations directory. Copy it to [...]
Read also:<div>
<li><a href='https://metalmedved.com/en/import-modelej-v-unreal-engine-iz-3ds-max.html' rel='bookmark' title='Model import from 3Ds Max to Unreal Engine'>Model import from 3Ds Max to Unreal Engine</a></li>
<li><a href='https://metalmedved.com/en/import-tekstur-dlya-modelej-v-unreal-engine.html' rel='bookmark' title='Texture import (baking) for models in Unreal Engine'>Texture import (baking) for models in Unreal Engine</a></li>
</div>]]></description>
			<content:encoded><![CDATA[<p>Detailed 8-step instruction + video by example of Killing Floor model below.</p>
<p style="text-align: center;"><img src="https://lh4.googleusercontent.com/-bbXToO53BIQ/Tltakv0655I/AAAAAAAAAJM/u2DPKa9X9qQ/unreallogo.jpg" alt="Unreal technology" /></p>
<p><span id="more-388"></span></p>
<p>To start it needs (besides 3Ds Max and Unreal Editor) ActorX Importer script for 3ds Max and unreal archives unpacker umodel. <a href="http://www.gildor.org/downloads">Download link</a>.</p>
<p><span style="color: #00ff00;"><strong>1. </strong></span>Unpack Unreal archive with characters meshes. In Killing Floor It is KF_Soldier_Trip.ukx file in Animations directory. Copy it to folder with umodel.exe then make bat file with next code</p>
<div id="codeMy"><code>umodel –export –all KF_Soldier_Trip.ukx</code></div>
<p>Save run and it gets required meshes in KF_Soldier_Trip \SkeletalMesh folder.</p>
<p><span style="color: #00ff00;"><strong>2. </strong></span>Unpack model textures. Similarly to 1st step. Give KF_Soldier4_Trip_T.utx file from Textures folder then write filename to bat and run. It gets testures in KF_Soldier4_Trip_T \Texture folder.</p>
<p>Now all are ready for importing model in 3Ds Max.</p>
<p><span style="color: #00ff00;"><strong>3. </strong></span>Unpack ActorX Importer for 3ds Max. Open 3Ds Max and run ActorXImporter.ms script from unpacked archive.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-CX86JG879Q8/Tltaj4QgDaI/AAAAAAAAAJM/C2E_lW7txoQ/exun1.jpg" target="_blank" rel="lightbox[388]"><img src="https://lh3.googleusercontent.com/-CX86JG879Q8/Tltaj4QgDaI/AAAAAAAAAJM/C2E_lW7txoQ/s288/exun1.jpg" height="288" width="131" /></a></p>
<p><span style="color: #00ff00;"><strong>4. </strong></span>In appesred window click Import PSK and choose your mesh from step 1, e.g. Santa&#8217;s DrunkSanta.psk.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-WBpiFrlPrn8/TltajNn-OwI/AAAAAAAAAJM/mN3A3eKGt-w/s1024/exun2.jpg" target="_blank" rel="lightbox[388]"><img src="https://lh6.googleusercontent.com/-WBpiFrlPrn8/TltajNn-OwI/AAAAAAAAAJM/mN3A3eKGt-w/s288/exun2.jpg" height="176" width="288" /></a></p>
<p><span style="color: #00ff00;"><strong>5. </strong></span>Put texture. In Material Editor click Maps tab then click None button in front of Diffuse Color.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-pmz5W7zgLHg/Tltajjat7wI/AAAAAAAAAJM/TR3995DpSII/s640/exun3.jpg" target="_blank" rel="lightbox[388]"><img src="https://lh3.googleusercontent.com/-pmz5W7zgLHg/Tltajjat7wI/AAAAAAAAAJM/TR3995DpSII/s288/exun3.jpg" height="288" width="129" /></a></p>
<p><span style="color: #00ff00;"><strong>6. </strong></span>At Map Browser in Scene Materials choose new one then click OK twice.</p>
<p style="text-align: center;"><a href="https://lh3.googleusercontent.com/-nzLwmMs5A7s/Tltai4ywpoI/AAAAAAAAAJM/xjrKsuWRUDk/exun4.jpg" target="_blank" rel="lightbox[388]"><img src="https://lh3.googleusercontent.com/-nzLwmMs5A7s/Tltai4ywpoI/AAAAAAAAAJM/xjrKsuWRUDk/s288/exun4.jpg" height="288" width="215" /></a></p>
<p><span style="color: #00ff00;"><strong>7. </strong></span>Back to Editor and in Bitmap Parameters load to Bitmap required file from step 2. In this case Santa_D.tga. It makes textured model.</p>
<p style="text-align: center;"><a href="https://lh4.googleusercontent.com/-f9MuO6TvSKY/TltaiRA7kkI/AAAAAAAAAJM/HEK8972cpe8/s640/exun5.jpg" target="_blank" rel="lightbox[388]"><img src="https://lh4.googleusercontent.com/-f9MuO6TvSKY/TltaiRA7kkI/AAAAAAAAAJM/HEK8972cpe8/s288/exun5.jpg" height="288" width="129" /></a></p>
<p><span style="color: #00ff00;"><strong>8. </strong></span>This is it. We export mesh skeleton and texture successfully.</p>
<p style="text-align: center;"><a href="https://lh6.googleusercontent.com/-yKiG21NIkLQ/Tltah2GDx2I/AAAAAAAAAJM/5r4jhoDAANo/s1024/exun6.jpg" target="_blank" rel="lightbox[388]"><img src="https://lh6.googleusercontent.com/-yKiG21NIkLQ/Tltah2GDx2I/AAAAAAAAAJM/5r4jhoDAANo/s288/exun6.jpg" height="176" width="288" /></a></p>
<p>Grif&#8217;s video tutorial (rus):</p>
<p style="text-align: center;"><p><a href="https://metalmedved.com/en/eksport-modelej-iz-unreal-engine-v-3ds-max.html"><em>Click here to view the embedded video.</em></a></p></p>



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