arma:modeling:import_3ds
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arma:modeling:import_3ds [2008/02/08 05:22] – created initial import_3ds page snakeman | arma:modeling:import_3ds [2024/08/01 09:32] (current) – links added. snakeman | ||
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- | ====== How to import a 3DS model ====== | + | ====== |
- | How to import a 3ds model by Panda[PL] | + | [[https:// |
- | This is a step-by-step tutorial on how to import a 3ds model. | + | **ArmA 1** aka Armed Assault |
- | It is intended for people who have no idea and weren' | + | |
- | This is a TIP (Tutorial In Progress). I will add some pictures, example textures etc. in the future. I also encourage contribiutions. | + | **How To Import A 3DS Model** by Panda[PL] |
- | NOTE this concerns my private view on the subject and how I do things my way. I do not claim I am perfect. | + | This is a step-by-step tutorial |
- | I assume the reader has some basic knowledge on modelling and rendering, otherwise he has to get these elsewhere. | + | This is a TIP (Tutorial In Progress). |
- | I intended it to be a simple "what do I push?" walktrough | + | NOTE this concerns my private view on the subject |
- | The information on how to use TV2 is supplied for BIS, information on how to use XNormal are on author' | + | |
- | **Pointers for modelling: | + | I assume the reader |
- | - all your hard edges should form closed loops\\ | + | |
- | - when unwrapping try to avoid cutting along soft edges\\ | + | |
- | - model has to be tesslated into quads and tris. | + | |
- | When impoting | + | I intended it to be a simple "what do I push?" walk trough and I do not include detailed explanations of WHY I do things in such a way... You can find the information on BIS Wiki etc. if you want to get more " |
+ | |||
+ | **Pointers for modeling: | ||
+ | * all your hard edges should form closed loops (otherwise they will simply be turned into smooth edges).\\ | ||
+ | * when unwrapping try to avoid cutting along soft edges (will save you some fixing later, see below).\\ | ||
+ | * model has to be tessellated into quads and tris (If you have multiple vertices along one straight edge do it manually - otherwise algorithm can create a zero-surface face out of these vertices positioned in line). | ||
+ | |||
+ | When importing | ||
**Pointers for texturing: | **Pointers for texturing: | ||
- | - no shading or illumination effect\\ | + | * no shading or illumination effect\\ |
- | - add lighter color to the edges - effects of wear\\ | + | |
- | - add dirt and scratches etc. Remember you might need scratches for your specular amp later on, so use a separate layer\\ | + | |
- | - you can add Ambient Occlusion with low % of alpha in overlay mode, it will make it look less flat when displayed in low settings. But don't overdo it. Later on about it. | + | |
**Pointers for Import:**\\ | **Pointers for Import:**\\ | ||
- | - use 3ds format best\\ | + | * use 3ds format best\\ |
- | - the alignment | + | |
- | - if error is reported the file has to have fake KFData section (whatever it is). Opening it and saving with Deep Exploration or (IIRC) a program called Animator can fix that.\\ | + | |
- use the following settings (picture): | - use the following settings (picture): | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
- | Squarize means merging tris into quads, can screw up edge hardness | + | Squarize means merging tris into quads, can screw up edge hardness. Merge merges back the edges divided upon importing, again an easy way to mess up edge hardness. Models do not get imported with textures anyway, you need to do that manually (see below).\\ |
- | Merge merges back the edges divided upon importing, again an easy way to mess up edge hardness | + | |
- | Models do not get imported with textures anyway, you need to do that manually (see below)\\ | + | |
- | - DO NOT bother to merge (or " | + | |
**Adding textures: | **Adding textures: | ||
- | - select faces (usually whole model)\\ | + | * select faces (usually whole model)\\ |
- | - press E\\ | + | |
- | - fill up the " | + | |
- | - you can bring up also vertex properties. The " | + | |
**Fixing edges that shouldn' | **Fixing edges that shouldn' | ||
- | - Examine any smooth edges you have cut durring | + | * Examine any smooth edges you have cut during |
**Adding selections, LODs etc:**\\ | **Adding selections, LODs etc:**\\ | ||
- | these are specific for your class of object. I won't go into this, you need to open an existing, NONBINARIZED model and see what's the correct layout.\\ | + | These are specific for your class of object. I won't go into this, you need to open an existing, NONBINARIZED model and see what's the correct layout.\\ |
- | - While examining a model remember to turn on the "named properties window" | + | |
**RVMAT file:** | **RVMAT file:** | ||
- | < | + | < |
ambient[]={0.750000, | ambient[]={0.750000, | ||
diffuse[]={0.750000, | diffuse[]={0.750000, | ||
Line 118: | Line 118: | ||
}; | }; | ||
</ | </ | ||
- | |||
This is example of file I use for my weapon. It uses specular, normal and AS maps to add more detail.\\ | This is example of file I use for my weapon. It uses specular, normal and AS maps to add more detail.\\ | ||
- | - you can edit it with material editor or just notepad\\ | + | * you can edit it with material editor or just notepad.\\ |
- | - _SMDI etc sufixes | + | |
**How do I make Normal Map:**\\ | **How do I make Normal Map:**\\ | ||
- | - either with Heightmap-> | + | * either with Heightmap -> normal map tool or from lowpoly and hipoly models. Try Xnormal for example.\\ |
- | - the Y axis (BLUE channel) is allways | + | |
- | - it's a wide subject, there are 3D graphics forums for that...\\ | + | Here is how settings look in XNormal: |
- | - Save as *_NOHQ.paa | + | {{ https:// |
+ | * it's a wide subject, there are 3D graphics forums for that...\\ | ||
+ | | ||
Trick with normal map (if you get " | Trick with normal map (if you get " | ||
- | - when using the hi/low poly method you can get artifacts due to non matching normals of models, even if area should be flat. Just extract Height Map instead and use HM-> | + | * when using the hi/low poly method you can get artifacts due to non matching normals of models, even if area should be flat. Just extract Height Map instead and use HM -> normal map tool. |
+ | [[https:// | ||
**How do i make specular map:**\\ | **How do i make specular map:**\\ | ||
in case of _SMDI map!\\ | in case of _SMDI map!\\ | ||
- | - Green channel is specular - IE the brightness of reflected light\\ | + | * Green channel is specular - IE the brightness of reflected light\\ |
- | - Blue channel is Specular Power - IE the multiplier of the base " | + | |
- | - add scratches to green channel, add also some grase stains (we know how oiled steel looks like) - with much less agressive | + | |
- | - Red and alpha will be erased upon conversion, they do nothing | + | |
- | - it's best to copy over the values of Green into the Blue channel, but get rid of black (it will look like complete | + | |
+ | Example of how my specular map looks like: [[https:// | ||
**How do I make _AS map?**\\ | **How do I make _AS map?**\\ | ||
- | - render | + | * render |
- | - save as _AS.paa\\ | + | |
- | - that's it! The channels will get cleared where needed. | + | |
- | + | This is how an _AS.paa looks like: [[https:// | |
- | Use only one rvmat per model if you can. USe specular map to make different materials look different (plastic, steel, wood...). | + | |
- | ====== Notes ====== | + | **Effects of using AS map, normal map and Specular map**: [[https:// |
+ | Normal map is not used because settings are at very low. NOTICE however the fact that AS and SMDI are still used (in reduced resolution). They are less resource-consuming, | ||
- | This tutorial was posted with Panda[PL]'s permission from [[http:// | + | **Avoiding performance problems**\\ |
+ | Number of [[section_fixing|sections]] (or draw calls?) is the most important factor. Each group of faces using different material or texture file is an additional section. Use only one rvmat per model if you can. Use specular map to make different materials look different (plastic, steel, wood...). | ||
arma/modeling/import_3ds.1202448171.txt.gz · Last modified: 2008/02/08 05:22 (external edit)