Make sure that all files follow this format: objectName.extension. objectName is the name of the object as described in your task on redmine.
Save your models as .max files and export to .fbx. Before your export do a couple of things.
- Scale your models to 266.667% of their original size. This can be done by using the Transform Type-in tool.
- Reset the x-forms of your model and convert to editable poly. Navigate to the last tab in your main toolbar, its icon is a hammer. At the bottom there should be a Reset X-Forms option. Press it and convert the model to an editable poly.
- Lastly, ensure that the model is centered to the origin.
Save your textures as .psd files. These files should have presevered as much of your layering as possible. Export that file as a .tga, as well. The .tga is the file we will actually be using in UDK. If your file has a normal map (which most should) save your texture as a .dds, as well.