Week 8, Texturing & Exports

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Texturing

This week I merged Iqra's model of the transport related components of the shale bucket with my model of the body of the shale bucket. I modified the colouring of one of the textures I had previously sourced to more accurately affect the photographs of the shale bucket as taken on the site visit. The material is intended to look like a powder coated black metal/steel.

In 3DS Max I created a Multi/Sub Object material in the material editor which had 2 sub-materials (as the whole object is the same texture, I only need one sub-mat for the actual texture and a second sub-mat for a physics proxy which will hopefully add a collision to the object in the game engine (as mentioned in my earlier texturing post from Week 7). I saved all of my texture images as .tif files using the Photoship Crytiff plugin, I then also simply copied these into a test CryEngine3 directory which automatically generated matching .dds files. According to a tutorial I found last week on texturing the .dds files are the best to use when texturing an object for use in CryEngine. I applied each map (diffuse e.g. basic texture map, normal bump and specular) using the corresponding .dds files to the map slots in 3DS Max for the first sub-material, and applied a NoDraw physicalize proxy to the second sub-mat. I am not 100% satisfied with the appearance of the finished material as of yet, so it may be modified in the future.

 I created a texture for the shale bucket which is intended to look like powder coated black metal, I then completed further test exports from 3D Studio Max to CryEngine3. I had some technical problems in exporting the 3D Studio Max material to CryEngine3, with max constantly crashing during the export process, also the material is currently not physical (e.g. the player can walk through it in CryEngine3), which I need to fix. I have created a material in CryEngine3 as a place holder, although I am not 100% happy with it's appearance as of yet, so it may be modified in the future.

I also carried out test exports to visualise the applied material on the bucket in CryEngine3. I had some technical difficulties in exporting the material from 3DS Max and saving it as a .mat for compatibility in CryEngine 3, and a place holder material which was created in the engine has been used instead for the screenshots pictured below.

Texture Maps:

Merged Model (without any textures):

The following screenshots depict the material applied to the object as seen in 3D Studio Max:






Test Exports in CryEngine3


Camstudio capture depicts walkthrough of texturing process + test export to CryEngine3:

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