Line 4: | Line 4: | ||
=== FOR THE OBJECT === | === FOR THE OBJECT === | ||
− | * preparing well edges for ingame usage | + | [[File:Outsider1.png|50px|thumb|right]] |
+ | [[File:Outsider2.png|50px|thumb|right]] | ||
+ | [[File:Outsider3.png|50px|thumb|right]] | ||
+ | * preparing well edges for ingame usage ''(picture [[Media:Outsider1.png]])'' | ||
** select your object (you can always press (Z) to move the camera directly to your selected object) | ** select your object (you can always press (Z) to move the camera directly to your selected object) | ||
** go to 'Modify' > open dropdown list > select Nel Convert (this will add 'Rykol Patchmesh Convert') | ** go to 'Modify' > open dropdown list > select Nel Convert (this will add 'Rykol Patchmesh Convert') | ||
− | * check for material ID | + | * check for material ID ''(picture #2)'' |
** add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Meterial ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary | ** add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Meterial ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary | ||
− | * auto smooth your object | + | * auto smooth your object ''(picture #2)'' |
** (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups | ** (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups | ||
− | * resetting XForm (this is important to export your model as a .shape later) | + | * resetting XForm (this is important to export your model as a .shape later) ''(picture #3)'' |
** go to 'Utilities' (hammer icon) > Reset XForm > Reset Selected | ** go to 'Utilities' (hammer icon) > Reset XForm > Reset Selected | ||
** go back to 'Modify' (second icon) > Right click on XForm > Collapse All (this should now end in 'Editable Poly') | ** go back to 'Modify' (second icon) > Right click on XForm > Collapse All (this should now end in 'Editable Poly') |
After you imported your model succesfully inside 3ds max (i recommend fbx for imports) you have to do:
(press (M) to open the material editor)