Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Custom Assets and Materials
The chaser Offline
Posting Freak

Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation: 113
#3
RE: Custom Assets and Materials

The 3D programs used for making a model and texturing it are:

3D modelling:

-Maya
-3DS Max
-Blender

With them you can make models for Amnesia. (With 3Ds max animations are glitchy, with Blender you cannot make them)

Texturing:

-Gimp
-Material Editor

This is the process:

-You make the model, you set the UV coordinates to an image and then you EXPORT it to .dae (Collada)
-In Gimp, you create the specular and normal map from the diffuse (the color photo)
-Then, in the MATERIAL EDITOR, which already comes with the level editor and model editor and etc you create a material with the diffuse, normal and spec and you name it the same as your model.
-In model editor, Import your mesh (.dae).

The .mat file is simply a text file which specifies the textures that the game has to use for the model, and photoshop just exports textures. If you choose "save" in any modelling program, it will save it as a .blend file (in blender's case) or a maya ASCII file in case you use maya. That means you have to use the "Export" option.

EDIT: Ninja'd by Smoke Big Grin

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
(This post was last modified: 07-11-2013, 04:12 PM by The chaser.)
07-11-2013, 04:12 PM
Find


Messages In This Thread
Custom Assets and Materials - by thestormcrow - 07-11-2013, 02:48 PM
RE: Custom Assets and Materials - by The chaser - 07-11-2013, 04:12 PM
RE: Custom Assets and Materials - by thestormcrow - 07-11-2013, 08:59 PM



Users browsing this thread: 1 Guest(s)