My biggest problem to date on showing off a mesh has been I have no clue how to properly render it, so that the Normal Map and Specular Maps show up well.
I use 3DS Max r7. Is there a simple way to render the model so that it shows off how it would look in-game? Or a freeware model viewer that is relatively easy to export to that supports the various map types I can screencap from?
I would highly appreciate someone pointing me in the right direction, even if it's just a tutorial link...
Replies
http://xnormal.net/
and Keg's looks promising.
http://boards.polycount.net/showflat.php...true#Post255579
Also look up ben cloward, JI styles, and bryce vandermootle's viewport shaders, but i'm not sure which versions of max the last one works with.
EDIT: Ugh... Keg's simply doesn't run for me at all, the scripts confuse me, and Xnormal won't take a screenshot. >.< Guess I'll have to start playing around with it...
Ironbearxl: I have UT3, how do I export to its model viewer?
http://boards.polycount.net/showflat.php?Cat=0&Number=260972&an=0&page=0#Post260972
Now to figure out what sort of settings I need on Specular Level and Glossiness to replicate the 'typical' game engine output...
how do I export to its model viewer?
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Follow the tutorial I wrote up.
http://artbyjessemoody.com/ue3_tut1.html