Converting 3DS Max textures to Torque-compatible
by Alex Ryan · in Artist Corner · 01/01/2006 (1:07 pm) · 6 replies
Hello everybody. I am a new Torque licensee and am trying to understand how Torque handles models and their textures. I am interested in exporting the following energy-sword-like weapon from 3DS max, but I understand the differences between the max- and Torque-interpretation of textures/materials/whatever you want to call them. Exporting the bitmap-based textures (of the hilt-thing and handle), as I have heard, is pretty easy; they get exported with the utility as long as the bitmaps are in the output folder. (They also both have bump maps (as bitmaps); do those get exported with the utility also?)
But how do I create the texture for the blade? In 3ds, the material is made with a diffuse map (which I know how to export), specular level of 200, 100% self-illumination with a very light red color, and 50% transparency (and I would also like ... maybe 15% reflection?). How do I apply those settings to a Torque-compatible texture?
Thanks in advance for any and all help!
Alex

But how do I create the texture for the blade? In 3ds, the material is made with a diffuse map (which I know how to export), specular level of 200, 100% self-illumination with a very light red color, and 50% transparency (and I would also like ... maybe 15% reflection?). How do I apply those settings to a Torque-compatible texture?
Thanks in advance for any and all help!
Alex

About the author
#2
[EDIT] the second sentence in my post [/EDIT] was supposed to prevent such a reply you made. how do I "render" the "procedural" textures into a "real" texture that torque will understand... that's what this post is basically for...
can you please *please* expand more on what you just said? I am new at this...
01/01/2006 (1:40 pm)
Thanks for the reply, but, hmm... great explanation stefan...[EDIT] the second sentence in my post [/EDIT] was supposed to prevent such a reply you made. how do I "render" the "procedural" textures into a "real" texture that torque will understand... that's what this post is basically for...
can you please *please* expand more on what you just said? I am new at this...
#3
well, if so, how do I control self-illumination (and its color), transparency, specular level, and reflection? If i create a separate bitmap for each element and then assign each to a separate map in the material editor and *then* export the entire model using the utility, will the torque-interpreter recognize the different maps?
if not, what can I do to create a similar-looking texture that *is* compatible with torque? I do not know anything about the .cfg files, so would learning that help me?
Thanks for any suggestions or help; once I learn this I think I will be able to solve most of my other problems.
Alex
[EDIT] bad wording
01/01/2006 (4:42 pm)
Okay, re-evaluating what you said, I believe you are hinting that I combine all the textures into a skin-texture (in UV coords), and then export that, am I correct?well, if so, how do I control self-illumination (and its color), transparency, specular level, and reflection? If i create a separate bitmap for each element and then assign each to a separate map in the material editor and *then* export the entire model using the utility, will the torque-interpreter recognize the different maps?
if not, what can I do to create a similar-looking texture that *is* compatible with torque? I do not know anything about the .cfg files, so would learning that help me?
Thanks for any suggestions or help; once I learn this I think I will be able to solve most of my other problems.
Alex
[EDIT] bad wording
#4
The dts exporter doesnt have any kind of "export materials" function. Here's what you'll need to do.
First, unwrap the shape with the UV Unwrap modifier. You dont need a seperate map for each section. In fact, its better to have all the uvs exist on the same texture. Next, export those uvs with something like Texporter. In Photoshop/PSP/whatever, paint your texture. The alpha of the texture should be 100% opace, except where your blade uvs are; the alpha map over your blade uvs should be a silver gray. Save the texture as a png.
Back in max, break up the MatIDs of the sword, so that the handle is ID1 and the blade is ID2. Create a Multi/Sub material with 2 textures associated with it. In the first slot, load the png into the diffuse channel. In the 2nd slot, load the png into the diffuse and transparency channel. Self illumination settings are exported with a shape, so if you want to make the blade a little self illuminated, that will carry over.
As far as specular/reflection goes, unless you are going to be exporting for TSE, you arent going to be able to get Max-like goodness in either of those departments. That said, you CAN export the shape to use an environmental map, which will give the sword a little bit of a metallic gloss. I dont know off the top of my head how to do this, but Im sure something will turn up if you search the site.
Hope this helps. Feel free to ask any questions if you need clarification.
EDIT: oh, and cfg files dont really come into play with this kind of object. They are typically only used with more complex shapes that are animated
01/01/2006 (8:24 pm)
AlexThe dts exporter doesnt have any kind of "export materials" function. Here's what you'll need to do.
First, unwrap the shape with the UV Unwrap modifier. You dont need a seperate map for each section. In fact, its better to have all the uvs exist on the same texture. Next, export those uvs with something like Texporter. In Photoshop/PSP/whatever, paint your texture. The alpha of the texture should be 100% opace, except where your blade uvs are; the alpha map over your blade uvs should be a silver gray. Save the texture as a png.
Back in max, break up the MatIDs of the sword, so that the handle is ID1 and the blade is ID2. Create a Multi/Sub material with 2 textures associated with it. In the first slot, load the png into the diffuse channel. In the 2nd slot, load the png into the diffuse and transparency channel. Self illumination settings are exported with a shape, so if you want to make the blade a little self illuminated, that will carry over.
As far as specular/reflection goes, unless you are going to be exporting for TSE, you arent going to be able to get Max-like goodness in either of those departments. That said, you CAN export the shape to use an environmental map, which will give the sword a little bit of a metallic gloss. I dont know off the top of my head how to do this, but Im sure something will turn up if you search the site.
Hope this helps. Feel free to ask any questions if you need clarification.
EDIT: oh, and cfg files dont really come into play with this kind of object. They are typically only used with more complex shapes that are animated
#5
probly won't get around to playin around with it too much tonight (lost about 7 hours of sleep last night... do the math - i got about half an hour =D), so I better catch a few winks.
one last little note; TSE has support for all kinds of neat effects? and I've heard terrains can be broken up into different blocks, and their textures gigantic files? and ... rendering is apparently faster? and ... everything higher quality?
sounds like $150 of wholesome goodness, all in one download... I know what I'm gonna be thinking about tonight and tomorrow ;)
Once again, thanks adam
Alex
[EDIT]: vague pronounce reference
01/01/2006 (9:03 pm)
Okay, thanks very very much. (I knew that there wasn't an "export materials" function, but I had played around with the exporter earlier and found that if my texture was in the correct output directory, everything worked out nicely =D)probly won't get around to playin around with it too much tonight (lost about 7 hours of sleep last night... do the math - i got about half an hour =D), so I better catch a few winks.
one last little note; TSE has support for all kinds of neat effects? and I've heard terrains can be broken up into different blocks, and their textures gigantic files? and ... rendering is apparently faster? and ... everything higher quality?
sounds like $150 of wholesome goodness, all in one download... I know what I'm gonna be thinking about tonight and tomorrow ;)
Once again, thanks adam
Alex
[EDIT]: vague pronounce reference
#6
Yes, TSE cubemapping (which is basically an advanced version of environmental mapping), dynmaic cubemapping (full dynamic reflectivity), specular settings, texture motion settings, glow, normal maps, so on and so forth. From an artists standpoint it's wildly fun. And yes, you're right, at 150 its an awesome deal.
01/01/2006 (10:29 pm)
Quite welcome. Thats what Im here for. :)Yes, TSE cubemapping (which is basically an advanced version of environmental mapping), dynmaic cubemapping (full dynamic reflectivity), specular settings, texture motion settings, glow, normal maps, so on and so forth. From an artists standpoint it's wildly fun. And yes, you're right, at 150 its an awesome deal.
Torque Owner Stefan Lundmark