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Showing results for tags '3ds max'.
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Quick update... Work is pretty much complete on nearly all of the highpoly models of the wall textures... Just a few more to create and bake out in Xnormal and then I will be able to start making the color ID maps. I expect to have the ID maps done sometime by the beginning of the week after next week. Total number of textures stands at 201, after taking into account some of the walls having minor detail variants. Below shows a few snapshots of the my most recent work:
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- 3ds max
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Progress Update + Planning For Next Steps
TWahl posted a blog entry in Work in Progress - Scifi PBR Media
As of just now, I have finished creating all of the individual color ID maps for the floor textures, seen below in my progress tracker. Next steps which I plan on carrying out (bolded are the ones I intend to focus on in the next month or so): Finish modeling wall textures (30 ish to go). Finish modeling a few detail textures. Create material ID maps for all wall/detail textures (60+ to go). Paint all diffuse maps using a common substance painter project file(s) to maintain consistency and allow for texture creation in an assembly-line fashion This will save me immense amounts of time with the texture painting process, and also allows me to add even more variant maps (paint colors, rust, cleanliness etc). Create modular environments in 3ds max using floor/wall/trim/detail textures that will fit on a common grid size Will likely have to model/bake additional greeble textures for this step, although this will be simple and not time consuming as I can splice the existing high poly models I have available. This will allow me to cannibalize some details and spend as little time modeling from scratch as possible. Pipes, structural elements, etc. Create props crates, desks, canisters, infectious growths, lighting elements, blood decals, doors with animations, etc. -
Free Scifi PBR Materials Giveaway (3 Textures)
TWahl posted a blog entry in Work in Progress - Scifi PBR Media
Work is continuing on my upcoming scifi mega pack that is inching closer and closer to being released - today I decided to compile a few PBR materials that I created as some more tests in substance painter. The below images show a simple 3ds max scene that I blocked out in a few minutes as well as some renders from substance painter. Materials available in uncompressed PNG format and are 2k textures. They are also perfectly seamless and will tile in all directions. I am providing these free of charge to be used for shader testing in the new engine, your own projects, or for learning purposes. They are not set up for a legacy normal-specular workflow so if you want to use them in the current version of leadwerks, you will have to follow some tutorials online to generate a spec-gloss map using your preferred photo editor. Thanks for the continuing support in this huge undertaking, still a lot of work left to do but I am hoping for a release around the end of this year to the beginning of next year. If there are any questions about the pack or the files that I am giving away, please do not hesitate to ask here or in my work in progres thread: -TWahl PBR_scifi_test_materials_free.7z -
Hello! I am having a problem with importing models from 3DS Max 2014. I downloaded from the Internet ready object with animation. Loaded it into the editor. It works fine, but when you import models created by me, animation disappears completely. What is the reason and how to make my models with animations move in Leadwerks Game Engine 3.4? In the downloaded file: girl downloaded from the Internet, and a shield with the animation did himself. Здравствуйте! У меня возникла проблема с импортом моделей из 3DS Max 2014. Я скачал из интернета готовый обьект с анимацией. Загрузил его в редактор. Он работает нормально, а при импорте моделей, созданных мною, полностью исчезает анимация. В чем причина и как заставить мои модели с анимацией двигаться в Leadwerks Game Engine 3.4? В загруженном файле: девушка скачана из интернета, а щит с анимацией делал сам. 22.FBX
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Hello! I have a problem with exporting models with animation from 3Ds Max 2012 in Leadwerks Game Engine: Standard Edition. Some models are exported with no problems, but when exporting certain there is a problem: animation disappears (the models themselves are imported, and in Leadwerks Game Engine: the Standard Edition of these animations no). How to solve this problem? I attach one of the models with animations, which normally is not imported into the editor. Здравствуйте! У меня проблема с экспортом моделей с анимацией из 3Ds Max 2012 в Leadwerks Game Engine: Standard Edition. Некоторый модели экспортируются без проблем, а при экспорте некоторых возникает проблема: исчезает анимация (сами модели импортируются, а в Leadwerks Game Engine: Standard Edition этих анимаций нету). Как решить данную проблему? Прилагаю одну из моделей с анимации, которая нормально не импортируется в редактор. PlayerPistol0.FBX
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I would like to know the standards and units for using 3ds max char height, meters, cm, mm etc if you can help please..