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Model Editor


Josh

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When you double-click a model file in the asset browser, it's opened up in the model editor window within Leadwerks3D. You can drag materials onto a model to assign them, then just save the model and close the window. You can also drag textures straight onto the model, and Leadwerks3D will do a pretty good job of guessing what material to use. If no material exists, it will create one, and take a good guess at what textures should be added to it, then apply the newly created material to the model.

 

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Very cool. Question. I'm not an artist and so I buy a lot of models. From what I've seen they all have their own naming conventions for diffuse/normal/spec. Let's say a specific convention doesn't work with the automatic method you have to guess what it should be. What would the flow at that point be? Would it be to just drag the diffuse onto the model, which will create a mat. Then go into the mat editor and manually set the spec and normal and others?

 

Might be cool if when dragging we can tell the editor what we are dragging so we can apply each texture type from this model viewer? Just an idea of maybe holding down certain keys while dragging the editor will put the texture as that type. Hold 'd' key while dragging diffuse (maybe that's the default and you don't have to hold the key). If it can't find any pattern to find normal or spec you could hold 'n' key and drag it to set it as normal, 's' for spec and so on. Might be handy when multiple models use the same normal or spec but different diffuses too. Just thinking out loud in that situation. Clearly it's not that bad to go into mat editor but the fewer editors someone has to go into the better and faster it'll be.

 

This is so much better than the current flow though. Love it!

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Very cool. Question. I'm not an artist and so I buy a lot of models. From what I've seen they all have their own naming conventions for diffuse/normal/spec. Let's say a specific convention doesn't work with the automatic method you have to guess what it should be. What would the flow at that point be?

Open the material and drag the texture into the slot it goes in.

 

The common suffixes I have come across include the following:

Diffuse: _c, _d, _diffuse, _color, _albedo

Normal: dot3, _dot3, _n, _normal, _bump, _ddn, _nm

Specular: _s, _spec, _specular

 

Can you think of any others?

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Very cool, can't wait for 2012.

 

Maybe you can make the suffixes configurable. Maybe a list where you can add or remove suffixes for certain slots.

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Here are some from Dexsoft packs I own:

 

Diffuse: _diff, _DF, _col

Normal: _nmap, Normal, N, _normal_map

Specular: Spec, S

Opacity: _OP, _Alpha

Height (/Parallax): _H, H, _height_map

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