Skinning in 3d studio max


(flashkillaman) #1

I just got 3d studio max6 and how can you skin the models so they work in game?


(Machine for to kill) #2

I don’t know how to make skin files, but I do know how to get the texturing on a model properly show up in game.

for .ase files
You’ll need to diffuse a bitmap. In the name field for your bitmap in the material editor you’ll need to type in the texture path (textures/somefolder/texturename) with no extension. Then go up from bitmap to material properties and type this path again. You’re done. Maybe the way I explained is a bit confusing but it really isn’t that hard.

for .md3 files
These are a bit more tricky. The easiest way to do these is to get MD3Compile from http://www.blackbagops.com/q3links.shtml
Once you’ve downloaded it read its short but very informative readme.
What you basically will need to do with md3 compile is import your md3 file. MD3compile will split it up in all its component objects. Do rebuild normals so it rebuilds the normals. Then all you need to do is specify the texture path on the shader input field for each object of the model and you’re done. By the way you don’t need to apply a material to the model in max.

CptnTriscuit said he was going to write a good tutorial for this but I haven’t seen it yet.

Once you’ve got your model you import it as either misc_model which are for static architecture and are compiled into your map (.ase are all misc_model). Or misc_gamemodel if you want to do anything dynamic.

EDIT: that link doesn’t seem to work anymore. Just search google for md3compile and you’ll find it.


Credits
Super thanks to CptnTriscuit for telling me all this in a time of great crisis.