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[SOLVED] 3ds-max export question


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Hi all,

 

we have many models in 3ds max with textures and we want to export these models along with their texures to use them in unigine editor. We exported the models but we could not see the corresponding textures. Since we have many textures (about 130) we do not want to assign the textures in the Unigine editor one by one again. How can we do this ? Any help is highly appreciated.

 

ps:

We use 3ds-max 2011.

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we have many models in 3ds max with textures and we want to export these models along with their texures to use them in unigine editor. We exported the models but we could not see the corresponding textures. Since we have many textures (about 130) we do not want to assign the textures in the Unigine editor one by one again. How can we do this ? Any help is highly appreciated.

 

You can use 3DMax-Plugin node export. It's not recommended by UNIGINE but anyway it generates basic node and material files which can be imported with UNIGINE editor and fine-tuned (with respect to material parameters, properties etc. only available within UNIGINE environment). Also it will collect and convert textures (UNIGINE image_dds tool used, so ensure UNIGINE bin folder is on your system path)

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Node export had errors in UnigineMenu.ms (max script).

 

1. imagedds_x86 don't have "-n" params and normal map cann't export.

2. specular map cann't export if it set in second type specular material.

3. Object is invisible if it hasn't manual changed materials.

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3.

 

3.1. Macros "export node" have errors in creating directories tree before saving files.

3.2. Need first add material library before import node in UnigineEditor. If Node import at first then Node will be invisible after saving and starting at second time.

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  • 2 weeks later...

Point taken. But we strongly recommend to stick to Mesh export instead of Node export. Otherwise, your material system won't be as performance-efficient as it could be if created manually and result in lower FPS. Besides it, a proper hierarchy is more convenient to edit, because you can change 1 parent material parameter instead of tweaking all materials.

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