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Old 04-22-08, 09:38 AM   #626
skwasjer
The Old Man
 
Join Date: Apr 2007
Location: Netherlands
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Thanks swdw, I'll have a look...

Keltos, I can't help you much, 3D modelling is not my field of expertise. All I know is you must collapse the modifier stack (so keep a backup of the max file), and then use an 'Unwrap uvw' modifer to save each uvw channel (if you have more than just the diffuse) as described in my walkthrough. And finally export the actual obj file. Then you can import it in S3D.

And you have to set up the materials in S3D according to what you have done in Max as well.

I noticed you have around 10 materials applied, which seems to much. In this case you also have to bake the current maps into one or two new textures, to simplify the model. How this is done in Max, I don't know.
Remember that if you don't, you must define 10 materials in S3D, and the game must load all 10 textures, which will put a heavy strain on the system/gfx. So better reduce this to 1 or 2 max for diffuse, and a couple more for AO/spec/bump.
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