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Importing elements with detailed materials

From: Creating Urban Game Environments in 3ds Max

Video: Importing elements with detailed materials

One of the neat things about working in unity is we can take 3ds Max scenes straight in. However, that's a double-edged sword, as occasionally we forget to clean up a scene and we get things we don't want coming into game. In this example, I have a high res window that I used to bake out ambient occlusion and shadows. I have a low res piece of a scene, a wall with those windows in it that's textured and ready to go. I've also got a light and I was using this to test out the shine in normal maps. I've been playing with this material a little bit too.

Importing elements with detailed materials

One of the neat things about working in unity is we can take 3ds Max scenes straight in. However, that's a double-edged sword, as occasionally we forget to clean up a scene and we get things we don't want coming into game. In this example, I have a high res window that I used to bake out ambient occlusion and shadows. I have a low res piece of a scene, a wall with those windows in it that's textured and ready to go. I've also got a light and I was using this to test out the shine in normal maps. I've been playing with this material a little bit too.

Pressing M for the Material Editor shows that I have a Bump of Normal and in that Normal, I've opted strength to 12. When we are going into game, we want to make sure that our materials work as they're supposed to at a strength of 1. That's very important as there is not really a way to adjust the strength. It's either there or not. Additionally, we need to do some cleanup. Just because we can bring an entire scene in doesn't mean we should. What I will start out with is making sure I have the scene saved as a working version with all its components, in case I need to go back and revise the bake or the shadows.

Then I will save a copy or do a Save As, saving a selected object for export. I'm going to start by deleting things I don't need then I will save a copy of the scene. The high res model will get deleted. I'll take the light out as well. I have lighting in Unity I can use. I'll check my layers, looking on the Layer menu and noting I have an extra layer in here. This layer has nothing on it, but I can't delete it because it's the active layer. I will make the default layer the active one, and now I can pick this layer called high detail and delete it.

I will right-click and choose Unhide All, making sure that there're no extra objects. I will make sure I don't have any cameras in the scene. That really all I've got is what we can see right here. One simple wall with its texture. In the Material Editor, only materials applied to objects come across. I need to note which pieces to bring in. The material will come in and I will have to go get these maps and apply them. Now I'm ready to save this scene and bring it in.

I may want to move the pivot as well. I'll go to the Pivots and IK tab and Affect Pivot Only. I may want to use the Align tool or the Snap Settings and align the pivot down to one of the corners for easy use. I'll change my snap, pressing Shift and right-click and choosing Pivot points. Now with the 3D Snap on, I can select the pivot and move the pivot down to snap on a corner of the object. Now when I rotate this, it will spin cleanly and if I need to align the pivot on a precise coordinate to match up with something else, I can. I will turn off Affect Pivot Only.

I'm ready to export this object out. I'll choose File > Save As and save the selected just to make sure. When I save the selected object, I will call this brick wall. Now in unity, I can bring this in. Here in Unity, under Project, I can right-click and import a new asset. I'll pick that 3ds Max scene. Selecting my brick wall Max file allows me to bring that in with its materials.

When this comes in, I have one scene with one mesh and one material for it. This is as clean as I can get it. I will drag that brick wall into the scene. Press F to focus or zoom in and make sure I can see my object. Notice I've also optimized it, that I've made sure that the normals are facing in the right direction. Right now we're seeing the wall from the back, where it's invisible. It's important to check this. Unity renders single-sided pieces as I've got. I want the brick wall to face out.

Here is my material. I may want to rename this or be careful with it as I bring it in. Alternately, I can skip the materials and make Unity materials with correct names. I'm going to change this shader over to a Bumped Diffuse. That allows me to bring in my normal map as well as my Base Color. I'll import those in and then show the selection of them. I will right-click, choose Import New Asset, and go pick those textures.

I've imported my images into Unity. Notice that down here in the bottom of the Preview, it's showing me how big that texture is and also the size and how it compresses. The normals do the same. But what we want to do is make sure we test things out in 3ds Max, getting it as close as possible. We can see that Unity, in this material I have very, very few properties to adjust. I will choose Select in the Texture for the Base Color and pick wall section. There's my diffuse map.

I'll select now the normal map and put it on. I need a light to be able to show this better. Although it's not bad, I can see when it comes in, my textures read nicely on the wall. My object is clean. I am going to mark this as a Normal map, choosing Fix Now, and I should see that lighting change. We can just see a little bit of change on the windows and also on the brick. One of the things this tells me is that I need to adjust this map and make it a little stronger so it comes across.

Planning is very important. So is having a clean scene. It's very easy to have extra objects and spend more time culling through rubbish you thought you had left behind than it is actually to make the game. A little planning goes a long way and a little scene cleanup and proper naming will go very, very far.

Show transcript

This video is part of

Image for Creating Urban Game Environments in 3ds Max
Creating Urban Game Environments in 3ds Max

78 video lessons · 6286 viewers

Adam Crespi
Author

 
Expand all | Collapse all
  1. 4m 47s
    1. Welcome
      55s
    2. Understanding the design process
      47s
    3. What you should know before watching this course
      14s
    4. Software requirements
      47s
    5. Using the exercise files
      2m 4s
  2. 14m 36s
    1. Identifying key contours and shadows in concept art
      1m 59s
    2. Analyzing concept art for texture
      2m 28s
    3. Choosing between modeling and texturing
      1m 43s
    4. Understanding the limitations of normal maps
      2m 26s
    5. Analyzing concept art for key shadow details
      3m 10s
    6. Identifying shadow details as generated or painted
      2m 50s
  3. 44m 57s
    1. Planning the visible overlaid history in a city
      3m 6s
    2. Planning a "wedding cake" building: Base, middle, and top
      2m 50s
    3. Planning a modern building: Base and shaft
      3m 1s
    4. Designing the zoning: Planning the visible uses of buildings
      6m 43s
    5. Laying out city blocks
      2m 36s
    6. Planning modular textures and geometry: Streets and sidewalks
      4m 1s
    7. Texturing intersections
      3m 13s
    8. Modeling modular curbs, gutters, and ramps
      5m 7s
    9. Modeling modular street elements
      3m 14s
    10. Modeling corners with ramps
      5m 56s
    11. Unwrapping sidewalk elements
      5m 10s
  4. 38m 9s
    1. Laying out rectangles and planning how to clone geometry and texture
      4m 59s
    2. Using layers to organize construction elements and actual models
      3m 51s
    3. Extruding edges to form major shadow lines
      5m 17s
    4. Testing the module for correct floor-to-floor heights
      1m 41s
    5. Trimming down the module and cloning
      4m 10s
    6. Stretching the vertical elements to minimize geometry
      7m 10s
    7. Unwrapping the elements for correct proportion
      7m 48s
    8. Laying out a texture sheet for a façade
      3m 13s
  5. 39m 50s
    1. Making brick texture
      6m 23s
    2. Adding detail to the diffuse texture: Sills and arches
      4m 24s
    3. Adding stone accents
      7m 47s
    4. Layering color in window frames and doorways
      8m 39s
    5. Copying diffuse layers for normal map foundations
      2m 7s
    6. Desaturating the diffuse map copies and prepping for normal maps
      3m 42s
    7. Converting bump maps to normal maps using nDO
      6m 48s
  6. 1h 2m
    1. Analyzing the necessary silhouette and geometry
      5m 24s
    2. Examining existing buildings in different lighting conditions
      3m 8s
    3. Planning cornice elements
      3m 32s
    4. Extruding cornice elements from polygon edges
      9m 12s
    5. Assigning smoothing groups for optimal shading
      4m 31s
    6. Unwrapping cornices for lighting
      8m 43s
    7. Modeling sloped roofs
      7m 16s
    8. Adding fascias and soffits
      5m 21s
    9. Adding fascias and soffits for gable ends
      7m 31s
    10. Texture sheets for roofs
      8m 1s
  7. 13m 55s
    1. Arranging, aligning, and cloning modular elements
      3m 26s
    2. Setting pivot points for buildings
      5m 48s
    3. Reusing elements: Exploring possibilities in modular building design
      4m 41s
  8. 40m 3s
    1. Creating a texture library
      36s
    2. Creating rusty corrugated metal texture
      7m 53s
    3. Creating stone texture
      4m 42s
    4. Creating wood texture
      9m 50s
    5. Creating rough brick texture
      7m 44s
    6. Creating roads
      9m 18s
  9. 38m 44s
    1. Using the Walkthrough Assistant to assess texture needs
      4m 46s
    2. Drawing detail at the right size
      3m 30s
    3. Understanding tiling and non-tiling textures
      2m 57s
    4. Deciding when to use tiling and non-tiling textures
      3m 2s
    5. Using multiple mapping coordinates
      4m 3s
    6. Using multiple unwrap modifiers
      6m 47s
    7. Unwrapping objects a second time: Planning an unwrap for a light map
      7m 46s
    8. Unwrapping a building façade using overlapping texture elements
      5m 53s
  10. 30m 25s
    1. Understanding ambient occlusion
      1m 50s
    2. Assessing the quality of occlusion as a cinematic mood
      2m 48s
    3. Overview of the Ambient Occlusion shader
      5m 9s
    4. Baking maps using the Render To Texture dialog
      3m 15s
    5. Using occlusion as a foundation for dirt
      5m 28s
    6. Using occlusion from detailed models for texture
      5m 54s
    7. Baking lighting
      6m 1s
  11. 25m 18s
    1. Preparing for Unity as a world builder
      2m 26s
    2. Importing into Unity and recognizing limitations
      4m 12s
    3. Importing elements with detailed materials
      5m 59s
    4. Setting optimal texture sizes and resizing in Unity
      3m 12s
    5. Setting up a naming convention and scene management
      7m 40s
    6. Renaming tools in 3ds Max
      1m 49s
  12. 1m 21s
    1. What's next
      1m 21s

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