thehankinator Posted November 23, 2016 Share Posted November 23, 2016 Hey guys I have a friend that was nice enough to make me a proper model for my game. He's exported it as FBX and it looks right in UU3D but when I import it to Leadwerks it looks wrong. I tried exporting from UU3D directly to Leadwerks MDL but it has the same problem. In Leadwerks I've assigned all materials that have a texture. Any ideas? Looking correctly in UU3D: Looking wrong in Leadwerks: extension_coord.fbx Quote Link to comment Share on other sites More sharing options...
macklebee Posted November 23, 2016 Share Posted November 23, 2016 Not sure what "looks wrong" means. Have you tried calculating the normals or flipping the normals? Are you referring to the numerous surfaces or children meshes? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
iovergard Posted November 23, 2016 Share Posted November 23, 2016 Heya, I'm the guy that made the asset. The multiple uncombined meshes are just me being lazy; the problem is that materials without textures don't import. Here's the same asset as it looks in unity3d: In Maya, these are just basic "Phong" materials, and the coloring is mainly on the diffuse channel (some specular for the plug) Quote Link to comment Share on other sites More sharing options...
macklebee Posted November 23, 2016 Share Posted November 23, 2016 If you are referring to vertex colors then the auto conversion doesn't seem to allow for it. But if opened in UU3D and perform 3D Tools>Vertex Colors>Convert..., Select All Materials, and then convert, it will transfer your textureless materials to vertex coloring. Save to MDL with vertex color option checked. Edit - Since LE doesn't really have "phong" materials, you wont get that backlit/rim lighting on the model. You could attempt the "PBR" like shaders/materials in the workshop or try to use the probes to get similar results on a static object. Also, if you want more control over specular, then I would suggest using textures/materials in LE. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
iovergard Posted November 23, 2016 Share Posted November 23, 2016 Well, it's not vertex coloring, it's just the diffuse/albedo channel of the material. Not expecting PBR materials or rim lighting, just getting the basic colors in. Quote Link to comment Share on other sites More sharing options...
thehankinator Posted November 24, 2016 Author Share Posted November 24, 2016 If you are referring to vertex colors then the auto conversion doesn't seem to allow for it. But if opened in UU3D and perform 3D Tools>Vertex Colors>Convert..., Select All Materials, and then convert, it will transfer your textureless materials to vertex coloring. Save to MDL with vertex color option checked. Edit - Since LE doesn't really have "phong" materials, you wont get that backlit/rim lighting on the model. You could attempt the "PBR" like shaders/materials in the workshop or try to use the probes to get similar results on a static object. Also, if you want more control over specular, then I would suggest using textures/materials in LE. That worked! Thanks mac Quote Link to comment Share on other sites More sharing options...
thehankinator Posted November 24, 2016 Author Share Posted November 24, 2016 Well it looks correctly in the game. In the Model Editor if I scale the model at all, it turns white or teal (just in the Model Editor). In either case, it's always white when I place it in the level with the map editor. Quote Link to comment Share on other sites More sharing options...
macklebee Posted November 24, 2016 Share Posted November 24, 2016 I scaled it in UU3D using 3D Tools>Modifiers>Scene>Scale To... before exporting as well. The Model Editor for whatever reason strips vertex coloring with certain options - like Collapse. Since the scaling references are the same in UU3D and I want to avoid parent/child related issues with scaling in LE, I just always use UU3D as a final check for size, UVs, animations, etc prior to saving as MDL. As for the issues of textureless materials, it doesn't appear the auto conversion knows what to do with that. Granted if its textureless, you can always just convert to vertex coloring or just make an LE material to apply. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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