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Exporting Materials from Max to Source

PostPosted: Tue Sep 06, 2011 1:53 pm
by shawnolson
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

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Hopefully this helps some people see some new possibilities.

Re: Exporting Materials from Max to Source

PostPosted: Tue Sep 06, 2011 8:51 pm
by DillonBarba
oh wow wonderful, ill get on that later today.
you should collaborate with biohazardpro

Re: Exporting Materials from Max to Source

PostPosted: Wed Sep 07, 2011 3:11 pm
by shawnolson
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:

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Re: Exporting Materials from Max to Source

PostPosted: Sun Feb 24, 2013 10:48 pm
by shawnolson
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: