Drag and drop that texture on to the corresponding component to color the Hero. Clicking on Bitmap, and browse for one of the TGA textures. This will bring up the Material/Map Browser. Click on a white sphere, and click on the box next to Diffuse. They should be all positioned correctly to form the hero. Once all the components are exported as an OBJ, import all of the OBJs into a single scene.Create a new scene after each export to clear the screen. The wire structures are bones, used for animating the Hero, and can be ignored. For each one of those fbx files, select the solid-looking mesh and export the selected as an OBJ.Each fbx file will contain a component of the Hero. Instead, find the fbx files in the models folder. If Valve provides an OBJ, it’s not really possible to use it since the MTL files produced will be incorrect (the texture mappings are wrong). To get the OBJ and MTL files, open up 3ds Max 2013.These will be the color of the printed Hero. Go into the materialsrc, and find _color TGA’s for each component. The other is models, which will contain the 3D models. One is materialsrc, which will contain the materials.
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