Hi Everyone.
I've read the export guideline pdf and skimmed some other posts but am still having trouble and would appreciate any workflow tips you have.
Today I exported a model at 10% decimation with 4K textures, and it looks spotty when imported to 3ds Max. I noticed in the pdf that I should export with
no decimation, but that often means super slow exports that sometimes take what seems like forever (I have an i7 with 32 gigs ram and an Evo drive).
Eventually I would like to bring them into game engines, and I know there will need to be some kind of re-topology / baking of high res textures. However I know nothing about that stuff!
If anyone can give me tips I'd be so grateful.
thanks!

Comments
*edit - make sure you use tangent space normal maps too
Hi Everyone. I'm still struggling to understand a workflow.
Right now (since update) I tried exporting using the 'real time' preset. When I import the model directly into the Unreal engine though, it looks strange (no texture and UV looks distorted). I know very little about rendering, UV, re-topology etc, so I'm looking for any suggestions on what I should be doing / researching. If anyone has a workflow of Medium to game engines (or other 3D rendering etc) I'd be grateful.
The following images show my output settings, what I see in Medium, and what I see in Unreal.
Do you see the grey square alignment? It seems all messed up. Is that the UV's?
If memory serves that grey checkerboard thing is a placeholder for - textures not found - Looks like you might need to build up a node tree and hook up your .png's. If there's no diffuse map, there's probably no normal map either, which would account for the rough looking edges.