3ds max to Udk ~ Daryl

Well finally we got around to modeling and texturing an asset for our game. We are modelling and texturing all the environment and assets in 3ds max and importing it to udk, so it can be exported out to IOS systems.

So that was a hell of a lot more challenging than i thought, especially the saving process in udk. So initially after you have your model completed in 3ds max you export the file out as a ASE file, so the model itself can be brought into UDK. Then for the texturing you just render to texture and save the file out as a TGA, this is after you have all your detail baked into your model.

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Then before we open up our UDK program. We need to make sure we  have a desicnated save area nad that all files will probarly save including packages and materials. As UDK is very different and tricky to understand in saving, if you are a new user. So  i went into my cdrive of the computer and in the udk folder > Content> create a new folder labeled ASE for all models to be exported from 3ds max to that folder. Then in the same area create another folder labeled TGA for your material. Finally create another folder labelled the title of project and this is were the map will be saved. It is beneficial to work in this workflow as it runs smoother and is more organised for all project work.

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Now we can open up our UDk and go to content browser and import our model/ASE file which is saved in the UDK area in the ASE folder and it is the locker. Once we import this give it a designated package name and then grouping an then label. Vice-versa with the material, import from the TGA folder. Now once assets are in, model and material. Right click on material and choose option create new material and when this creates a node, double click on this and it will bring to a new window, were yo drop and drag your original texture into and join it to the diffuse and select on the tick in toolbar upper left, to initiate the applying texture to material action.

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Once this is complete now go back to the content editor and double click on your model and select lod info settings in right hand side and go to material opton and with the new material highlighted in the content browser click the arrow in lod info area and this will apply the texture to the model in udk.

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To give it a collision field simply double click into your model and in its toolbar clcik collision and choose the auto setting and click apply and now test in real world to see if it is a static object, which it is.

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