That is using the glTF Material in 3ds Max, but if you have a custom Unity shader you can replicate it in 3ds Max using the node based shader editor Shader FX which creates a shader that works in the Max viewport. I did this for a game I worked on: https://ericchadwick.com/img/robot_rising.html#utility_shader
Hello Everyone, I require assistance, I have spent at least 8 hours reading articles, watching videos, scoured the Texture Atlas articles on polycount and tested...nothing. I wish to have a texture Atlas containing repeatable textures. I understand the principle, but I am unsure how to implement it. The methos is as…
OSL is a shading language, while Shader FX is a node based shader editor. AFAIK there isn’t a node based editor for OSL. Shader FX can save out a couple different shader languages I think, check the help. The shaders you create with it are only for real-time rendering, they won’t work if you hit the Render button. OSL…
Hi Eric, Thank you for taking the time to respond. I will try opening the gTifs in work on monday to see the UV's in 3ds Max. I think, this is similar to what I am supposed to do...except I am to have one texture Atlas containing repeatable and non-repeatable textures. The first UV channel is to place the islands over the…