Hi all,
I am at the point of moving static meshes made in 3DS Max into UDK. No problem with the modeling, but with the texturing. I have watched the videos on the UDN site, watched a myriad of youtube videos and read countless tutorials and posts, but still am unclear on the "most correct" workflow between having a textured static mesh in 3DS and having it textured in UDK.
How do you do it? How is it done in the real world? I don't necessarily need a step by step, but from a 50,000 foot perspective...then I can focus.
Do you use the built in 3DS texture/material libraries like mental ray and then use "render to texture" to create texture maps? Is this what I should be doing, fully texturing an object in a 3D modeler (max, maya, whatever) and then rendering to texture to create maps? Is this how it's done in industry?
..OR..
Do you use unwrap UVW and create all textures originally, from power of 2 sized texture maps, avoiding built in material libraries and maps? You would lose access to all the procedural maps to build materials from the modeler...
Just having a hard time making the connection from 3ds to udk and looking to the forum for some guidance. At this point I think I want to use ASE(ascii) over FBX because...I read it about it first, and don't really notice a difference?
Thank you for any advice you can give...from a struggling, frustrated, but determined CG enthusiast.
I am at the point of moving static meshes made in 3DS Max into UDK. No problem with the modeling, but with the texturing. I have watched the videos on the UDN site, watched a myriad of youtube videos and read countless tutorials and posts, but still am unclear on the "most correct" workflow between having a textured static mesh in 3DS and having it textured in UDK.
How do you do it? How is it done in the real world? I don't necessarily need a step by step, but from a 50,000 foot perspective...then I can focus.
Do you use the built in 3DS texture/material libraries like mental ray and then use "render to texture" to create texture maps? Is this what I should be doing, fully texturing an object in a 3D modeler (max, maya, whatever) and then rendering to texture to create maps? Is this how it's done in industry?
..OR..
Do you use unwrap UVW and create all textures originally, from power of 2 sized texture maps, avoiding built in material libraries and maps? You would lose access to all the procedural maps to build materials from the modeler...
Just having a hard time making the connection from 3ds to udk and looking to the forum for some guidance. At this point I think I want to use ASE(ascii) over FBX because...I read it about it first, and don't really notice a difference?
Thank you for any advice you can give...from a struggling, frustrated, but determined CG enthusiast.
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