arma:modeling:import_3ds
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arma:modeling:import_3ds [2010/07/12 07:07] – changed new bis forum link. 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' | ||
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* 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). | * 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 the model gest cut along hard edges and along the edges where texture mapping is not connecting (places that were cut when unwrapping). In other words you get [[http://tactical.nekromantix.com/images/wiki/ | + | When importing the model gest cut along hard edges and along the edges where texture mapping is not connecting (places that were cut when unwrapping). In other words you get [[https://pmc.editing.wiki/ |
**Pointers for texturing: | **Pointers for texturing: | ||
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- 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).\\ | ||
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* the Y axis (BLUE channel) is always reversed! In XNormal switch it to Blue = -Y, in other programs tick proper " | * the Y axis (BLUE channel) is always reversed! In XNormal switch it to Blue = -Y, in other programs tick proper " | ||
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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* Red and alpha will be erased upon conversion, they do nothing AFAIK.\\ | * Red and alpha will be erased upon conversion, they do nothing AFAIK.\\ | ||
* it's best to copy over the values of Green into the Blue channel, but get rid of black (it will look like complete matte, like frost or snow). Adding 0.2 or 0.3 to values does the trick (Ie making the channel a bit brighter). This way the places that shine will also be less matte and more " | * it's best to copy over the values of Green into the Blue channel, but get rid of black (it will look like complete matte, like frost or snow). Adding 0.2 or 0.3 to values does the trick (Ie making the channel a bit brighter). This way the places that shine will also be less matte and more " | ||
- | 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?**\\ | ||
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* 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-consuming, | 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, | ||
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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...). | ||
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- | ====== Notes ====== | ||
- | |||
- | This tutorial was posted with Panda[PL]' |
arma/modeling/import_3ds.1278918463.txt.gz · Last modified: 2010/07/12 07:07 (external edit)