What I do in UDK:
1. Block out using CSG/BSP, I leave space open for where I will put my meshes (window/door frames, ...).
2. Using middle mouse, you can measure distances.
3. I create a block in 3dsMax/Blender according to the length, height, width that I measured in UDK.
4. I export that block to UDK, just to check if the dimensions are correct (this takes less then 10 seconds).
5. Model away.
Getting the dimensions from EE is pretty important, since you don't really want to scale everything (especially non-linear).
Being able to export the BSP from EE is not that needed, imo (considering how much work it would be for Esenthel to integrate BSP brushes in the editor). Getting the dimensions with some sort of "line" tool is though.
(05-24-2013 12:31 PM)Shatterstar Wrote: Version 1 is a life saver for modellers. If i screw up in Blender and I'm too lazy to redo a mistake, I can change the size of my UV Map, Flip the texture, Rotate it at to any angle. Sure, I can do these things in blender, but I like having luxeries, and things that will help me develop level designs in less time. I believe in the defense of programmers, they don't realize that these features are missing because they don't use them. That's okay....Modelling is not their job. Now that I have defended programmers, I'm going to defend Modellers. Modellers have really been left behind and kind of forgotten about with 2.0 I'm asking Mr. Esenthel to remember us again. The ones that make models and that are equally important to makeing games. Please put these features in 2.0 soon. I can't even fully make the conversion to 2.0 because I'm a modeller stranded in 1.0 The features are just better for us. So please help us out Mr. Esenthel like you did in the past.
I see what you mean, but I'm afraid I completely disagree.
Now, before you mention I'm just a programmer, I do quite some 3D modeling as well.
Being able to change stuff in Esenthel after importing your assets sure is handy, but you're just fixing the mistakes you did in the export. If your texture needs to be flipped, flip it in Photoshop, Gimp. If your model's origin is in the wrong position, fix it in Blender.
It's a good habit to do it anyway, and it will save you time in the long run.