Exporting Materials from Max to Source

Modelling, Textures, Animating and other general engine asset topics.

Exporting Materials from Max to Source

Postby shawnolson on Tue Sep 06, 2011 1:53 pm

I've added some new docs for using Wall Worm Model Tools to export your materials from 3ds Max to Source. I updated WWMT to use the Specular Level rather than Specular Color for the $envmapmask in version 1.64... and I decided to make a new video demonstrating the material export aspect of WWMT since it's something that many new Max users are confused about.



Material Export Chart for WWMT 1.64

Image

Hopefully this helps some people see some new possibilities.
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Re: Exporting Materials from Max to Source

Postby DillonBarba on Tue Sep 06, 2011 8:51 pm

oh wow wonderful, ill get on that later today.
you should collaborate with biohazardpro
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Re: Exporting Materials from Max to Source

Postby shawnolson on Wed Sep 07, 2011 3:11 pm

DillonBarba wrote:you should collaborate with biohazardpro

I'm sure he's too busy for a crazy person like me! :)

In any event... something I neglected to add to the video (shame on me for never using a script) is that you cannot use $envmapmask if there is also a $bumpmap. I had intended to demonstrate the workaround... but it slipped my mind.

So I've updated the docs to cover this and added an additional reference chart:

Image
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Re: Exporting Materials from Max to Source

Postby shawnolson on Sun Feb 24, 2013 10:48 pm

The info above is now a little dated. The later versions of WW now default to handling some aspects of Materials and Textures a little differently. To answer some questions about how those things have changed, I made a new video on this:

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