arma:modeling:import_3ds
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arma:modeling:import_3ds [2008/05/08 03:28] – added more import_3ds data. 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:// |
+ | |||
+ | **ArmA 1** aka Armed Assault (ArmA) | ||
+ | |||
+ | **How To Import A 3DS Model** by Panda[PL] | ||
This is a step-by-step tutorial on how to import a 3ds model. It is intended for people who have no idea and weren' | This is a step-by-step tutorial on how to import a 3ds model. 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 | + | This is a TIP (Tutorial In Progress). I will add some pictures, example textures etc. in the future. I also encourage |
NOTE this concerns my private view on the subject and how I do things my way. I do not claim I am perfect. | NOTE this concerns my private view on the subject and how I do things my way. I do not claim I am perfect. | ||
- | I assume the reader has some basic knowledge on modelling | + | I assume the reader has some basic knowledge on modeling |
- | I intended it to be a simple "what do I push?" | + | I intended it to be a simple "what do I push?" |
- | **Pointers for modelling:**\\ | + | **Pointers for modeling:**\\ |
* all your hard edges should form closed loops (otherwise they will simply be turned into smooth edges).\\ | * 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).\\ | * when unwrapping try to avoid cutting along soft edges (will save you some fixing later, see below).\\ | ||
- | * model has to be tesslated | + | * model has to be tessellated |
- | When impoting | + | When importing |
**Pointers for texturing: | **Pointers for texturing: | ||
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**Pointers for Import:**\\ | **Pointers for Import:**\\ | ||
* use 3ds format best\\ | * use 3ds format best\\ | ||
- | * the alignment | + | * 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 using one of the following: Anim8tor, 3ds Max5 or Unwrap 3d will fix this by creating an empty KFData section.\\ | * if error is reported the file has to have fake KFData section (whatever it is). Opening it and saving with Deep Exploration or using one of the following: Anim8tor, 3ds Max5 or Unwrap 3d will fix this by creating an empty KFData section.\\ | ||
- 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. 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).\\ | 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).\\ | ||
- | * DO NOT bother to merge (or " | + | * DO NOT bother to merge (or " |
**Adding textures: | **Adding textures: | ||
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**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:**\\ | ||
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**RVMAT file:** | **RVMAT file:** | ||
- | < | + | < |
ambient[]={0.750000, | ambient[]={0.750000, | ||
diffuse[]={0.750000, | diffuse[]={0.750000, | ||
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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 | + | * _SMDI etc suffixes |
**How do I make Normal Map:**\\ | **How do I make Normal Map:**\\ | ||
* either with Heightmap -> normal map tool or from lowpoly and hipoly models. Try Xnormal for example.\\ | * either with Heightmap -> normal map tool or from lowpoly and hipoly models. Try Xnormal for example.\\ | ||
- | * the Y axis (BLUE channel) is allways | + | * the Y axis (BLUE channel) is always |
Here is how settings look in XNormal:\\ | Here is how settings look in XNormal:\\ | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
* it's a wide subject, there are 3D graphics forums for that...\\ | * it's a wide subject, there are 3D graphics forums for that...\\ | ||
* Save as *_NOHQ.paa | * Save as *_NOHQ.paa | ||
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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 -> normal map tool. | * 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. | ||
- | [[http://tactical.nekromantix.com/images/wiki/ | + | [[https://pmc.editing.wiki/ |
**How do i make specular map:**\\ | **How do i make specular map:**\\ | ||
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* 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 " | * 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 | + | * add scratches to green channel, add also some grease |
- | * Red and alpha will be erased upon conversion, they do nothing | + | * 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 | + | * 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: [[http://tactical.nekromantix.com/images/wiki/ | + | Example of how my specular map looks like: [[https://pmc.editing.wiki/ |
**How do I make _AS map?**\\ | **How do I make _AS map?**\\ | ||
- | * render proper Ambient Occlusion map (once again, XNormal if you don't have any other program, but many other can do the same). You should have nice and smooth | + | * render proper Ambient Occlusion map (once again, XNormal if you don't have any other program, but many other can do the same). You should have nice and smooth |
* save as _AS.paa\\ | * save as _AS.paa\\ | ||
* that's it! The channels will get cleared where needed.\\ | * that's it! The channels will get cleared where needed.\\ | ||
- | This is how an _AS.paa looks like: [[http://tactical.nekromantix.com/images/wiki/ | + | This is how an _AS.paa looks like: [[https://pmc.editing.wiki/ |
- | **Effects of using AS map, normal map and Specular map**: [[http://tactical.nekromantix.com/images/wiki/ | + | **Effects of using AS map, normal map and Specular map**: [[https://pmc.editing.wiki/ |
- | 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-consumming, this is why they are so usefull. | + | 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 is why they are so useful. |
**Avoiding performance problems**\\ | **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...). | 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...). | ||
- | |||
- | ====== Notes ====== | ||
- | |||
- | This tutorial was posted with Panda[PL]' | ||
arma/modeling/import_3ds.1210217339.txt.gz · Last modified: 2008/05/08 03:28 (external edit)