1 project 3D for a beginner by Repman
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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 -
Hi specialists,
Now I have my model in 3DsMax with the texture.
I find the result a little disappointing compared to Substance Painter.
I tried exporting the LOD and here is the window that appears.
Something is missing ?
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I’m not a specialist, so I don’t know much about Substance Painter, but I guess it uses differently lights and render settings.
Additionally you might have used some “baked” maps like AO- map, metallic maps, etc. .For 4.35 u3, we have none of these PBR materials, but we can bake textures (AO for example) and add them
to our “main” texture to “fake” shadows, lights (shine), dirt, and so on,
using Photoshop.If you don’t see your object in OpenGLLOD after first export, then try to zoom out (shift+ LMB + move),
but if your objects origin is at 3dsmax X-, Y- 0 (zero) world coordinates, it should be at the center of the viewer after export.Sidenote: place your texture(s) in the same folder as the exported .LOD.
Cheers,
LS -
@lazystone
Thank -
Hi,
1- I checked the coordinates which are well at 0,0,0
2- I tried by changing the size of the model
But I can’t see my model in OGLLOD
Looking at the pictures below, do you see an error ? -
I can’t see anything wrong there.
Try a simple experiment and build a box,
using
Create> Box > Keyboard Entry
Set all dimension to 100’ and keep the xyz pos at 0, then click Create.Then export selected Box to .LOD and check in OpenGLLOD
Cheers,
LS -
@repman Do not forget to set up your materials properly. You should set it up as pType 9. Check the materials’ setup guide with the exporter.
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Hi,
I did the test with the cube and there is nothing in the export window.
I must miss something …
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@repman
Huh?Eventually check “Customize” > “Units Setup”
Make sure “System Unit Scale” is set to “Meters” or “Feed”,
whereat “Feed” is strongly recommended.Make sure your “Display Unit Scale” is set to “Decimal Feet”.
Try to create and export a box again.
I hope this helps.
Cheers,
LS -
@pumpyhead
I’m sorry, but I have absolutely no idea what you’re talking about -
This post is deleted! -
Very simple with simple words :
- Select all your model
- Go to the modifier stack
- Go to smooth
- Select Autosmooth
- Select Prevent Indirect Smoothing
- Type Threshold : 30
- Go to materials stack
- Click on your diffuse color map
- Check Bitmap parameters
- Check that Alpha Source is to None (Opaque)
- Close material editor
- File/Export
- Select LOD file format
- Click save
- Select Open in OGLLOD
- Select Show summary info
- Auto Subtree selected and to 8000
- Click ok
- In the summary info window, after Ptype, you shall have the number of exported triangles
- Click ok
- Your model shall be displayed in OGLLOD.
- Note that to see your textures, they shall be under DXT1, DXT3 or DXT 5 file format, and located at the same place than your exported LOD.
Cheers,
Radium
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Hi,
I now have a texture on my model, but … it’s not the right one
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@repman
Hmm, rename your texture to a “free” texture number in \KoreaObj.941.dds is not in use atm. for example.
So rename your texture to 941.dds and reload that texture for your material in 3dsmax,
make sure it’s assigned to your model.… export again.
Cheers,
LS -
@Repman. I will be able to change the texture ID later on on the lod itself. So do not worry about the ID (free or not, that is not really a problem).