1 project 3D for a beginner by Repman
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@arty very heavy load time ???
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@radium said in 1 project 3D for a beginner by Repman:
@arty very heavy load time ???
as always… u know… but here.
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@arty Hello, I just don’t understand what you are talking about, I’m sorry !
repman : here is the general quick process :
1- export your model into .dae or .obj or .stl format. It can be done with Blender.
2- convert your textures into .dds DXT1. It can be done with NVidia dds tool.
3- import your model into 3dsmax 2014, after installing LOD exporting module, available on this forum.
4- assign your textures to your model, by using material editor.
5- please tick the little checkmate under material balls to make your texture appear on your model.
6- Please check that « none » is ticked for alpha channel.
7- On the right modifier stack, go to « smooth ». Give it a value of 30, and tick the two boxes under the level of smoothing.
8- Save your model, exporting issues happen all the time.
9- Export it !
10- You will have some windows that will appear. Click ok all the time, on the first one you may see a number written for nodes if I remember. Please write 4000 inside.Here you go !
I’m taking a small break at work to answer you, if you need more help, please let me know it.
Radium
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@radium taking note. thx
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@Repman, please do not hesitate to get in touch with me to get some technical support. I really enjoy helping my 3D dev fellows !
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@radium
Bonjour Radium,Merci pour les infos.
Je n’hésiterais pas a revenir ver toi.
Repman -
@repman in English buddy !
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Hello Radium,
Thank you for the info.
I wouldn’t hesitate to come back to you.
Repman -
Hello everyone,
The 3d model was made with Blender.
In Substance Painter the UV is clean (1st photo), but when I export it (bottom photo) it gives a funny result (in png).
Anyone know why?thanks in advance
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@repman said in 1 project 3D for a beginner by Repman:
Anyone know why?
thanks in advance
Yes, it called “padding”. In SP look the “Padding” settings on the export parameters screen, there you can choose:
- infinite (this results),
- set an exact number of padding (4-16 pixel is usually enough) with different color or transparency options,
- or switch off the padding completely (not recommended in most cases, only if you want post painting work with them)
The reason of padding is that 3D models use vectors between the vetricles, meantime the textures use pixels on the same area. The problem is the diagonal edges. If you paint only the exact pixel area of UV map, it’s possible to see white pixels on the edges because the steps of the pixels can not follow exactly the vectors. I hope you understand what I trying to say Lower resolution cause bigger roblems (UV map vectors have no units, independent from the texture resolution).
You have to use couple of pixel gaps between the UV islands because of the same reason. The pixels cover a little different area than UV map vectors, therefore you need to use some buffer zone around the UV islands.
The texture painters usually paint larger area than UV map, add an extra pixels around the UV islands, prevent to see these white errors on the edges.
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Hi VO101_Tom,
Alright I’m looking at this.
Thank you
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Here is a first fusion test of BaseColor and OA.
just the BaseColor
BaseColor plus OA
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@radium
Hello Radium,1- Now i have 3ds max2014
2- In NVidia dds tool, I cannot find the DXT1.
does it correspond to BC1a ?
3- you have a link to LOD exporting module ?Thank you
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@repman Hello Repman,
BC1 is DXT1 without alpha channel / BC1A has an alpha channel.
If you need an high quality alpha channel, please use BC3.
Cheers,
Radium
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Thank Radium
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Thank you
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Hello,
My building is finally on 3Dsmax.
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@repman
One step forwards!Note: Ideally your object should be centered on the 3dsmax X-Y- (0,0) grid,
as this becomes the center point in BMS for object placing.
Your Z- pos looks fine!Cheers,
LS -
@lazystone
Thank