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3D & Animation can autodesk 3ds max 2010 be used to export for KF statics

Im the modeler, ok i understand thanks for the help, i just wish i had a little more detailed information on what can be done and what cant, for example, can i use meshsmooth modifier?

step by step tutorial and manuals would be awsome

Here's a nice guide on how to export things into UED:
[url]http://forums.tripwireinteractive.com/showthread.php?t=32484[/URL]

Just make sure your model is unwrapped and has a material assigned to it, and that the name does not contains spaces on it as the editor will not be able to import the file into the map.

I dont use max, is meshsmooth a subsurf modifier or just a smooth rendering for the viewport?
 
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You are going to want to keep the final triangle down as low as possible, so meshsmooth use may not be practical: instead use smoothing groups to the Low Poly Game Model to achieve results as close as possible.

I'll use Turbosmooth (somewhat similar to meshsmooth) on HighPoly models for baking Ambient Occlusion Maps to help get in some Diffuse detail. Model assets in game do not cast the best shadows on themselves (much less around the asset), so using AO Maps in your Diffuse Material build does help.
 

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I'm just jumping in here all ignorant on KF's design, but doesn't it use the same game engine as RO & UT?

Most models and such in Unreal Tournament and RO were done mostly in Maya as I understood it, in fact the UT2k4 disc came with a free version of Maya for such projects.

I'm just wondering if there'd be more complications using Max then there would be with Maya.

It's been a while since I had time to model or animate anything, so I'm moreso just curious.
 
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