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Cinema studio fbx materials
Cinema studio fbx materials




cinema studio fbx materials

One issue to note that I ran into is to keep a careful eye on how many material maps you need and how that affects your total project size. We will be using 5 different maps for making our material: Base Color, Roughness, Metalness, Ambient Occlusion, and Normal. The material type we want to use for doing this is found in the Material Editor under General, and it is a Physical Material. This could also be a single animation that is later split up in ZapWorks during the import process. It has two animations, doorOpen and doorClose, which have been set up into animation groups. Step 2: Setting up the Physical Materials in 3ds Maxįor this demo let’s focus on one piece of the model, part of the door of this pellet mill. The key maps we need are covered in the next step, where we take a look at the material itself. I generated the materials using Substance Painter, but whatever you normally use will do the trick. We start off with our completed model, UV mapped and textured.

cinema studio fbx materials

Software used: Substance Suite (for material maps generation), 3ds Max 2020, Atom (any code or text editor will do), Babylon.js 3ds Max Exporter, ZapWorks Studio This might get kind of lengthy, but I hope it is useful! I wanted to document the process here in hopes of helping anyone else who is trying to figure this out. After a months-long battle with trying to get animated models out of 3ds Max and into Zappar with PBR materials I finally got it working this week, and I want to give a huge shout out to Francesca at Zappar support for troubleshooting this with me!






Cinema studio fbx materials