Proper set up of materials on 3dsmax

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DMN666

Active member
Jun 14, 2012
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Brooklyn, NY
Due to KF2 SDK taking way to much time and energy to properly use on my old laptop, i import models into 3dsmax which does the job pretty well.

I set the Material to anisotropic and have the diffuse (_D) on Diffuse Color, Specular (_S) on Specular Level and Normal (_N) on Bump. I think this is the proper way of setting up the materials.

I would also like to know what i do with _M & the _SSS textures that some of the models bring. Is this a UE3 kinda material.

Thanks for any help i can get.
 

KillMaster

Member
Jun 16, 2014
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Saskatchewan, Canada
The "SSS" tag is for Thickness map, that was baked out from the high poly model to be used for "Sub Surface Scattering"

The "M" is most likely representing a Metallic map commonly seen in a PBR workflow, however in this case tripwire is more than likely using it as a mask of sorts to define where the "Metal" portions of the Zed are in the shader.

Also if I'm not mistaken Tripwire also uses "Multi Channel" textures to store extra greyscale maps such as Ambient Occlusion, Curvature, Blood Masks, Emissive, etc...

However if you want a definitive answer you're going to have to squeeze it out of Tripwire as even I'm not 100% sure on what is going on in some of their more complex shaders.
(this wouldn't be a problem if they would just explain things better in their documentation)

Hopefully this helps.
 
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