So i’ve been taking a small break from piecing together Limsa because i’m mostly done with the big aspects of it (landmasses, bridges, piers, etc) and then realized that if i’m going to be bringing all this into UE4, i probably just want the landmasses and main ‘base structures’ in the maya project to send to UE4 and then create assets of the various crates/signs/tables/etc and place those inside UE itself.
Since most of those things aren’t part of large collection of objects in a single mesh (like the above image/right) if i’m going to spend the time placing them inside a program, it might as well be UE.
...although, as i think on it...if Maya has a ‘Send to Unreal Engine’ function in it, maybe if i place all the objects in maya, it will allow them to be assets/props in unreal engine and wont treat the whole thing as one giant singular mesh haha
Guess that would be good to know, so i guess i’ll find out.
Oh, and what i started saying was that i’m going through the FF14 Explorer software and creating a database of the objects in the folder for Limsa (obvious SOME objects will be in other folders, but for the most part, i’ve got the right one) that way if i need something i haven’t been able to find in my Ninja Ripper extractions, i can more easily find it.







