Wintermute Engine Forum

General Category => General Discussion => Topic started by: design3d on May 21, 2007, 02:15:31 AM

Title: Export X from 3ds Max: Material properties
Post by: design3d on May 21, 2007, 02:15:31 AM
Hi all! :)

Which exporter do you use?
Does it support material properties such as Power, SpecularColor, etc.?
How to achieve luminous or metalic look of exported actor?
Any tricks here?  :-\
Maybe too many Q's, but if you know even just part of answer, please give the direction where to look ;)
Title: Re: Export X from 3ds Max: Material properties
Post by: metamorphium on May 21, 2007, 07:14:44 AM
hi. you can't count in WME with such poperties being rendered in the realtime yet.
Instead make a detialed high poly character and bake this look with all features like
bump, specular etc. mapping to texture. Then even on the low poly character it can look quite nice.

This was our low poly character displayed in WME using the baking technique:

http://www.destiniesgame.com/website/dscreen1.html



Title: Re: Export X from 3ds Max: Material properties
Post by: design3d on May 21, 2007, 07:42:34 AM
Thanx, metamorphium, for such an instant reply!

Nice picts you've got out there. How big poly-count of your character was?
Title: Re: Export X from 3ds Max: Material properties
Post by: metamorphium on May 21, 2007, 12:16:53 PM
Thanks, it's around 4k polys.
Title: Re: Export X from 3ds Max: Material properties
Post by: design3d on May 25, 2007, 07:57:16 AM
It was already discussed before several times: here (http://forum.dead-code.org/index.php?topic=1865.0) and there (http://forum.dead-code.org/index.php?topic=1506.0). I should search more thoroughly  :-[