06-19-2015, 10:03 PM
After importing the models into 3DS Max, how should I prepare them and ready them for TMR? Is there a guide to applying textures and exporting .dae files? I'm a total noob to 3DS Max, sorry.
(06-19-2015, 01:01 PM)nobody231 Wrote: [ -> ](06-19-2015, 12:17 PM)uac9000 Wrote: [ -> ](06-17-2015, 07:25 PM)Demonslayerx8 Wrote: [ -> ]cause they're colored by their material.
Colored how? I downloaded the Shulk model in 3dsmax and placed the grey hair texture in the diffuse map, and the black and white hair in the opacity Map. I don't see what makes it blond.
Doesn't have much to do with the textures. Something about multiplying the texture by the material color.
(06-20-2015, 10:41 PM)Random Talking Bush Wrote: [ -> ]Well, this is interesting. Meta Knight's model in Super Smash Bros. for Wii U is almost an exact copy of the one that he had in Super Smash Bros. Brawl, just with remapped textures, additional bracers and an extra piece for his boots, and a few tweaks to his mask, shoulderpads and wing claws.That's kinda weird. Do any other models in the game have the same happening?
SSBB model preview
SSB4U model preview
(06-20-2015, 11:00 PM)ThatTrueStruggle Wrote: [ -> ]Not Kirby, that's for sure. I'll check every character that returned from Brawl a bit later, but most of the ones I've seen are completely different.(06-20-2015, 10:41 PM)Random Talking Bush Wrote: [ -> ]Well, this is interesting. Meta Knight's model in Super Smash Bros. for Wii U is almost an exact copy of the one that he had in Super Smash Bros. Brawl, just with remapped textures, additional bracers and an extra piece for his boots, and a few tweaks to his mask, shoulderpads and wing claws.That's kinda weird. Do any other models in the game have the same happening?
SSBB model preview
SSB4U model preview
(06-20-2015, 10:41 PM)Random Talking Bush Wrote: [ -> ]Well, this is interesting. Meta Knight's model in Super Smash Bros. for Wii U is almost an exact copy of the one that he had in Super Smash Bros. Brawl, just with remapped textures, additional bracers and an extra piece for his boots, and a few tweaks to his mask, shoulderpads and wing claws.
SSBB model preview
SSB4U model preview
(06-20-2015, 04:12 AM)Demonslayerx8 Wrote: [ -> ](06-19-2015, 01:01 PM)nobody231 Wrote: [ -> ](06-19-2015, 12:17 PM)uac9000 Wrote: [ -> ]Colored how? I downloaded the Shulk model in 3dsmax and placed the grey hair texture in the diffuse map, and the black and white hair in the opacity Map. I don't see what makes it blond.
Doesn't have much to do with the textures. Something about multiplying the texture by the material color.
mm nope... within the script, if you press F11 after importing the model, you get a material listing. Pretty much for characters, you need to look for NU_colorGain, like for ZSS hair, it was..
"NU_colorGain = 0.705, 0.60845, 0.178365, 0.0"
pretty much have to multiply those value's by 255 to get the exact color needed, and that would be (R:180 G:155 B:45 A:0)
for stages, you'd have to use NU_diffuseColor for the material color.
(06-20-2015, 04:12 AM)Demonslayerx8 Wrote: [ -> ](06-19-2015, 01:01 PM)nobody231 Wrote: [ -> ](06-19-2015, 12:17 PM)uac9000 Wrote: [ -> ]Colored how? I downloaded the Shulk model in 3dsmax and placed the grey hair texture in the diffuse map, and the black and white hair in the opacity Map. I don't see what makes it blond.
Doesn't have much to do with the textures. Something about multiplying the texture by the material color.
mm nope... within the script, if you press F11 after importing the model, you get a material listing. Pretty much for characters, you need to look for NU_colorGain, like for ZSS hair, it was..
"NU_colorGain = 0.705, 0.60845, 0.178365, 0.0"
pretty much have to multiply those value's by 255 to get the exact color needed, and that would be (R:180 G:155 B:45 A:0)
for stages, you'd have to use NU_diffuseColor for the material color.
(06-23-2015, 06:19 PM)nobody231 Wrote: [ -> ]How does transparency for textures work in 3DS Max? I'm trying to render a character so I can put a trophy up on Models Resource, but since Blender doesn't render like most renderers, I need to use 3DS Max.