孤岛危机教程:从3ds max输出到CryEngine2
发布时间:2012-01-16 来源:
转换为MTL格式的文件,这可以被Sandbox的材质编辑器编辑。
1. 打开3ds max的材质编辑器(material editor)
2. 选择一个新的材质球,点击标准(Standard)按钮,材质类型为多维/子对象(Multi/Sub-Object)
screen.width*0.7) {this.resized=true; this.width=screen.width*0.7; this.alt='Click here to open new windownCTRL+Mouse wheel to zoom in/out';}" onmousewheel="return imgzoom(this);" onclick="if(!this.resized) {return true;} else {window.open(this.src);}" border="0" hspace="0" alt="Click here to open new windowCTRL+Mouse wheel to zoom in/out" src="http://img3.gamersky.com/upload-hd/200711/20071105154625550.png" width="450" height="466" resized="true" ke-onmouseover="if(this.width>screen.width*0.7) {this.resized=true; this.width=screen.width*0.7; this.style.cursor='hand'; this.alt='Click here to open new windownCTRL+Mouse wheel to zoom in/out';}" />
3. 设置子材质数量为3个,引擎支持最大32个子材质,当然用的越多,效率越低。所以要尽可能减少多余子材质的使用
4. 给材质和子材质命名,材质的名称就是材质文件的名称。这里材质名为Testbox,材质文件名就是Testbox.mtl
screen.width*0.7) {this.resized=true; this.width=screen.width*0.7; this.alt='Click here to open new windownCTRL+Mouse wheel to zoom in/out';}" onmousewheel="return imgzoom(this);" onclick="if(!this.resized) {return true;} else {window.open(this.src);}" border="0" alt="" src="http://img3.gamersky.com/upload-hd/200711/20071105154628687.png" ke-onmouseover="if(this.width>screen.width*0.7) {this.resized=true; this.width=screen.width*0.7; this.style.cursor='hand'; this.alt='Click here to open new windownCTRL+Mouse wheel to zoom in/out';}" />
5. 打开各个子材质,更改着色器类型为Crytek Shader,你只能使用这个类型。
标签:孤岛危机 教程:从3ds max输出到CryEngine2
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