Exporting models from 3Dstudio Max
Exporting models from 3Dstudio Max
Hi, guys, I'm trying to create simple models with 3DS Max.
Since Irrlicht does not support .max files, I'm exporting them to .obj but when I do so, the model does not look as it used to in .max.
So I wanted to ask for your help on this issue.
Do you guys use 3DS max? Or maybe you recommend another soft...
Any tips for exporting???
I have little to no experience in modelling for games, so any tips you give please try to make them as dummy proof as posible.
Here are some screenshots of the .max file:
And here is the .obj loaded with the MeshViewer tutorial:
(I removed the skybox on purpose)
Since Irrlicht does not support .max files, I'm exporting them to .obj but when I do so, the model does not look as it used to in .max.
So I wanted to ask for your help on this issue.
Do you guys use 3DS max? Or maybe you recommend another soft...
Any tips for exporting???
I have little to no experience in modelling for games, so any tips you give please try to make them as dummy proof as posible.
Here are some screenshots of the .max file:
And here is the .obj loaded with the MeshViewer tutorial:
(I removed the skybox on purpose)
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- Location: Leuven, Belgium
Well, texture looks kind of crapish on some parts, but other than thats it looks as good as it can get i guess.Radikalizm wrote:I don't see anything wrong with your model to be honest, but to answer your question, 3ds max and blender are commonly used for modelling, with blender being free and open source, but with a much steeper learning curve
Also, .max is a scene file format, not a mesh file format
I think he's missing the bump/specular or w/e map that is.Radikalizm wrote:I don't see anything wrong with your model to be honest, but to answer your question, 3ds max and blender are commonly used for modelling, with blender being free and open source, but with a much steeper learning curve
Also, .max is a scene file format, not a mesh file format
Working on game: Marrbles (Currently stopped).
Take a look at the textures on the vertical bars on the box, they definitely look different.
Also, the 3D effect on the ground, which is generated from the texture.
Maybe the problem is not exporting the model but creating it as a scene???
Is there a way to create textured meshes in a different way other than creating a .max and then exporting it to another format?
Also, the 3D effect on the ground, which is generated from the texture.
Maybe the problem is not exporting the model but creating it as a scene???
Is there a way to create textured meshes in a different way other than creating a .max and then exporting it to another format?
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- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
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- Posts: 1215
- Joined: Tue Jan 09, 2007 7:03 pm
- Location: Leuven, Belgium
No, it is not a bump map.
It is a displacement map.
Regarding "tilt" it was actually a typing error. It is TILE
Here's the material (.mtl)
It is a displacement map.
Regarding "tilt" it was actually a typing error. It is TILE
Here's the material (.mtl)
Code: Select all
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 23.05.2011 01:39:37
newmtl Metal
Ns 9.999999
Ni 1.500000
d 1.000000
Tr 0.000000
Tf 1.000000 1.000000 1.000000
illum 2
Ka 0.588235 0.588235 0.588235
Kd 0.588235 0.588235 0.588235
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
map_Ka maps\Map__1_Composite.tga
map_Kd maps\Map__1_Composite.tga
newmtl Material__38
Ns 10.000000
Ni 1.500000
d 1.000000
Tr 0.000000
Tf 1.000000 1.000000 1.000000
illum 2
Ka 0.588000 0.588000 0.588000
Kd 0.588000 0.588000 0.588000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
map_Ka -s 5.000000 1.000000 1.000000 maps\Caja_Tirante_Madera_Madera.tga
map_Kd -s 5.000000 1.000000 1.000000 maps\Caja_Tirante_Madera_Madera.tga
newmtl Material__0
Ns 10.000000
Ni 1.500000
d 1.000000
Tr 0.000000
Tf 1.000000 1.000000 1.000000
illum 2
Ka 0.588000 0.588000 0.588000
Kd 0.588000 0.588000 0.588000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
map_Ka maps\Caja_lateral_Madera.tga
map_Kd maps\Caja_lateral_Madera.tga
newmtl Material__12
Ns 10.000000
Ni 1.500000
d 1.000000
Tr 0.000000
Tf 1.000000 1.000000 1.000000
illum 2
Ka 0.588000 0.588000 0.588000
Kd 0.588000 0.588000 0.588000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
map_Ka -s 10.000000 1.000000 1.000000 maps\Caja_Tirante_Madera_Madera.tga
map_Kd -s 10.000000 1.000000 1.000000 maps\Caja_Tirante_Madera_Madera.tga
newmtl Material__25
Ns 10.000000
Ni 1.500000
d 1.000000
Tr 0.000000
Tf 1.000000 1.000000 1.000000
illum 2
Ka 0.588000 0.588000 0.588000
Kd 0.588000 0.588000 0.588000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
map_Ka -s 10.000000 1.000000 1.000000 maps\Caja_Tirante_Madera_Madera.tga
map_Kd -s 10.000000 1.000000 1.000000 maps\Caja_Tirante_Madera_Madera.tga
newmtl Material__25_dupli
Ns 10.000000
Ni 1.500000
d 1.000000
Tr 0.000000
Tf 1.000000 1.000000 1.000000
illum 2
Ka 0.588000 0.588000 0.588000
Kd 0.588000 0.588000 0.588000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
map_Ka -s 10.000000 1.000000 1.000000 maps\Caja_Tirante_Madera_Madera.tga
map_Kd -s 10.000000 1.000000 1.000000 maps\Caja_Tirante_Madera_Madera.tga
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Well, displacement mapping is probably not supported by .obj files, only bump mapping. But it's not exported in any way as far as I see. The texture distortion is probably due to the texture scale (-s 10) which seems awkward. Just to make sure, which texture is applied to the box, and is it the same on all parts of the box?
Well, the model seems to be almost correctly exported, except for some issues, which are easy to solve.
Basically, whatever you export from 3DSMAX (it may be extended to other software as well):
-It should be either an editable mesh or editable poly without modifiers. You should collapse the stack of modifiers. At most, the only modifier supported is the skin modifier, for skinned objects.
-It should be a single object, as it will be loaded as a single object by the engine. For instance, the wheels and the body of a car should be 2 diferent exported objects.
-place the object, so its pivot is on the origin of coordinates. Again, to export a wheel correctly, it should have the origin of coordinates at the center.
-Use at most 2 channels of UVW mapping coordinates, and make sure that the exporter will write both correctly. For this is good that you understand how to use the unwrap uvw modifier. And for most models, use just one channel of mapping coordinates, The usage of 2 channels is more for the stage models.
-Vertex colors are supported by irrlicht, and they help a lot, learn how to use the vertex paint utilities.
-Use square textures with power of 2 resolutions, or at least, textures whose dimensions are power of 2. (1024x1024, 512x1024, 64x256...)
-Use the least material ID's posible, those translate almost directly into meshbuffers, you want to have the least meshbuffers posible.
-Skinned objects are supported, Use Skin instead of Physique, not that physique won't work, but the Skin modifier behaves closer to what Irrlicht does. And export just a single skinned mesh.
Irrlicht only supports displacemente mapping via geometry shaders, and those are only supported in Open GL,discard the modifier or collapse the mesh, and export the high resolution object.
And that more or less, sums up all the precautions you should take when exporting models from max or other packages.
Basically, whatever you export from 3DSMAX (it may be extended to other software as well):
-It should be either an editable mesh or editable poly without modifiers. You should collapse the stack of modifiers. At most, the only modifier supported is the skin modifier, for skinned objects.
-It should be a single object, as it will be loaded as a single object by the engine. For instance, the wheels and the body of a car should be 2 diferent exported objects.
-place the object, so its pivot is on the origin of coordinates. Again, to export a wheel correctly, it should have the origin of coordinates at the center.
-Use at most 2 channels of UVW mapping coordinates, and make sure that the exporter will write both correctly. For this is good that you understand how to use the unwrap uvw modifier. And for most models, use just one channel of mapping coordinates, The usage of 2 channels is more for the stage models.
-Vertex colors are supported by irrlicht, and they help a lot, learn how to use the vertex paint utilities.
-Use square textures with power of 2 resolutions, or at least, textures whose dimensions are power of 2. (1024x1024, 512x1024, 64x256...)
-Use the least material ID's posible, those translate almost directly into meshbuffers, you want to have the least meshbuffers posible.
-Skinned objects are supported, Use Skin instead of Physique, not that physique won't work, but the Skin modifier behaves closer to what Irrlicht does. And export just a single skinned mesh.
Irrlicht only supports displacemente mapping via geometry shaders, and those are only supported in Open GL,discard the modifier or collapse the mesh, and export the high resolution object.
And that more or less, sums up all the precautions you should take when exporting models from max or other packages.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
-As it had been said, displacement mapping modifier is not handled so if you want to have the same effect in Irrlicht either use bump mapping or convert your object to editPoly/editMesh in 3dsmax.
-Another thing that is making a difference between your Irrlicht render and 3dsmax one is that 3dsmax is using a light to lit the object (by default [no light] a light is added at the camera position in 3dsmax) so you might add a simple light at the cam position in Irrlicht too.
-To get same texture render in Irrlicht use UVWUnwrap modifier.
-And I'll finish by telling you animation is not supported by obj mesh format in case you were wondering
-Another thing that is making a difference between your Irrlicht render and 3dsmax one is that 3dsmax is using a light to lit the object (by default [no light] a light is added at the camera position in 3dsmax) so you might add a simple light at the cam position in Irrlicht too.
-To get same texture render in Irrlicht use UVWUnwrap modifier.
-And I'll finish by telling you animation is not supported by obj mesh format in case you were wondering