Monday, June 8, 2015

Modelling - Applying Textures, 3DS Max to UE4

Oculus Project Texturing Process

During the texturing phase of the oculus project our group had difficulties understanding how to properly apply materials in 3ds and making it appear in UE4. Our original understanding of the process was to apply materials using Vray in 3ds & importing the model in UE4 as well as the materials. There was alot of confusion when the model was imported into UE4 and none of the original materials appeared.

This post will explain step by step of how our group managed to apply textures to out models in UE4.



Step 1: 3DS Materials
-Ensure objects are attached together into components to make it easier when applying textures as the texture will be applied to all the objects in the component.
-  Assigned Nvidia Mental Ray as the renderer.
- Rename the standard material to the name of the component and changing the ambient colour to help identify which material is applied to. 



Step 2: Importing into UE4.
-Export 3DS Model as a FBX file & import into UE4 into a new folder.
- Once imported files contained should be the model itself & assets. UE4's material pipeline allows simple transfer of materials that were applied on objects in 3Ds. For full details on UE4's material pipeline see here.


Once you have successfully imported your FBX file you are able to edit the assets to the appropriate material, for details on material blueprint see here.



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