Home Technical Talk

Material export from studio max

Autarkis
polycounter lvl 8
Offline / Send Message
Autarkis polycounter lvl 8
Hello :)
I find myself in a situation where I'm dealing with pretty damn bad files. I need to bring them into Unity. 
The materials inside of max are using cropped textures, that obviously do not translate well :)

Any ideas to quickly convert cropped textures into regular (0,1)?


Replies

  • poopipe
    Offline / Send Message
    poopipe grand marshal polycounter
    render to texture  ?

  • Mark Dygert
    1) You should always author materials with your end goal in mind. In a lot of cases that means ignoring 3dsmax and maya all together and bypassing their materials.
    2) To salvage what you have, like poopipe suggested, create a second UV channel, arrange your UV's to work inside of the 0-1 space and use RTT to transfer the cropped maps from UV1 to UV2. This means that any tiling textures you where using will become unique maps. 

    Personally I think a much better workflow, for next time around, would be to take it into Substance Painter and do your material work there with a much more friendly PBR environment that is very much compatible with Unreal/Unity.
  • Axi5
    Offline / Send Message
    Axi5 interpolator
    1) You should always author materials with your end goal in mind. In a lot of cases that means ignoring 3dsmax and maya all together and bypassing their materials.
    2) To salvage what you have, like poopipe suggested, create a second UV channel, arrange your UV's to work inside of the 0-1 space and use RTT to transfer the cropped maps from UV1 to UV2. This means that any tiling textures you where using will become unique maps. 

    Personally I think a much better workflow, for next time around, would be to take it into Substance Painter and do your material work there with a much more friendly PBR environment that is very much compatible with Unreal.
    Judging from the sound of his/her post I think they weren't responsible for the creation of said files.
  • Mark Dygert
    Ahh yea rereading the OP, I think you're right. I would take a good long look at where those assets came from and think twice about accepting future assets like that, into the pipeline.

    Outside assets often have this kind of conversion/cleaning cost, it's not that they are bad assets but they aren't build to suit the specific needs of every type of project out there. 
  • Axi5
    Offline / Send Message
    Axi5 interpolator
    Ahh yea rereading the OP, I think you're right. I would take a good long look at where those assets came from and think twice about accepting future assets like that, into the pipeline.

    Outside assets often have this kind of conversion/cleaning cost, it's not that they are bad assets but they aren't build to suit the specific needs of every type of project out there. 
    Yeah absolutely, quite regularly I've had old files handed to me that were probably pristine when made in 3DS Max from '98 but when opened in 2014+ would have loaded geometry incorrectly with all sorts of winding and triangulation issues. Files from others always find small ways to trip you up, it's why I keep my Maya installations pretty much default but disable renderers and other plugins that may cause conflict issues (unless I need them of course). Not many people receive my files though so it's probably for nothing...
Sign In or Register to comment.