- Materials (grey spheres within max)
- Textures (Diffuse, Specular, Normal, AO)
- Models (mesh static or animated)
- Folder Structure (Location and subdirectories)
__________________________________________________________
Materials:
When exporting a model to FBX. or X. make sure you have named EVERY
material the model uses!
Example:
Chair01_Mat.mat
First you define which model it is applied to, in this case Chair01. Next
Example:
Chair01_Mat.mat
First you define which model it is applied to, in this case Chair01. Next
comes the mat prefix.
** NOTE! WHEN EXPORTING AN OBJECT TO FBX OR X, MAKE SURE
ALL TEXTURE SLOTS ARE EMPTY! TEXTURES WILL BE APPLIED WHEN
ASSEMBLED WITHIN THE ENGINE**
__________________________________________________________
Textures:
Textures often come in different version, like diffuse,
normal or specular maps. Its of utmost importance that before
you apply any texture to a material the name of all the
textures are correct without typos or Capital differences.
Example:
Diffuse: (needs to be *.png format)
Chair01_Diff.png
Specular: (needs to be *.png format)
Chair01_Spec.png
Normalmap: (needs to be *.png format)
Chair01_Nrml.png
First you define wich model its aplied to, in this case the
Chair01. Then what type of texture it is. (Diff, Spec or Nrml)
** NOTE! WHEN EXPORTING AN OBJECT TO FBX OR X, MAKE SURE
ALL TEXTURE SLOTS ARE EMPTY! TEXTURES WILL BE APPLIED WHEN
ASSEMBLED WITHIN THE ENGINE**
__________________________________________________________
Models:
There will be allot of models with a variety of different
names. So we will need to use a few prefixes in order to
keep it clean and well-arranged.
Model Types:
Static Reffered to as ( S ): Will be NON animated meshes
Animated Reffered to as ( A ): Will be meshes with baked animation
Building Blocks:
_BB : Example > Wall01_S_BB.FBX > (ObjectName, Static, BuildingBlock)
Props:
_Prop : Example > Chair01_S_Prop.FBX > (ObjectName, Static, Prop)
** NOTE! WHEN EXPORTING AN OBJECT TO FBX OR X, MAKE SURE
ALL TEXTURE SLOTS ARE EMPTY! TEXTURES WILL BE APPLIED WHEN
ASSEMBLED WITHIN THE ENGINE**
__________________________________________________________
Textures:
Textures often come in different version, like diffuse,
normal or specular maps. Its of utmost importance that before
you apply any texture to a material the name of all the
textures are correct without typos or Capital differences.
Example:
Diffuse: (needs to be *.png format)
Chair01_Diff.png
Specular: (needs to be *.png format)
Chair01_Spec.png
Normalmap: (needs to be *.png format)
Chair01_Nrml.png
First you define wich model its aplied to, in this case the
Chair01. Then what type of texture it is. (Diff, Spec or Nrml)
** NOTE! WHEN EXPORTING AN OBJECT TO FBX OR X, MAKE SURE
ALL TEXTURE SLOTS ARE EMPTY! TEXTURES WILL BE APPLIED WHEN
ASSEMBLED WITHIN THE ENGINE**
__________________________________________________________
Models:
There will be allot of models with a variety of different
names. So we will need to use a few prefixes in order to
keep it clean and well-arranged.
Model Types:
Static Reffered to as ( S ): Will be NON animated meshes
Animated Reffered to as ( A ): Will be meshes with baked animation
Building Blocks:
_BB : Example > Wall01_S_BB.FBX > (ObjectName, Static, BuildingBlock)
Props:
_Prop : Example > Chair01_S_Prop.FBX > (ObjectName, Static, Prop)
** NOTE! WHEN EXPORTING AN OBJECT TO FBX OR X, MAKE SURE
ALL TEXTURE SLOTS ARE EMPTY! TEXTURES WILL BE APPLIED WHEN
ASSEMBLED WITHIN THE ENGINE**
ALL TEXTURE SLOTS ARE EMPTY! TEXTURES WILL BE APPLIED WHEN
ASSEMBLED WITHIN THE ENGINE**
__________________________________________________________
Directory Structure:
comming soon****
this stuff makes me happy :D reminds of a time when i was still working in a little company at the Herengracht :)
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