SKETCHUP->3DSMAX->CRYENGINE Urgent!

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mportokalli

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Oct 11, 2012, 6:41:23 AM10/11/12
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Hey guys,

I've been working on some edits to the Barca Pavillion in SketchUp and then importing them to 3dsMax but I keep hitting walls when I try to apply materials to surfaces because 3dsMax struggles to read the standard materials of SketchUp. I was wondering if there's a way you can edit something in SketchUp, apply CryEngine (tif) materials and then import it to CryEngine? I'm only assuming this as I guess the models provided for us were first done on SketchUp and then sent to 3dsMax for us to modify and then off to CryEngine? I've done a lot of work and assumed this would come off for me to no avail!

Cheers,
Matt

Jules Cromarty

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Oct 11, 2012, 7:41:52 PM10/11/12
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Hi Matt,
3ds max shouldn't have any problems reading the standard materials of SketchUp provided you have converted them in photoshop as you suggested in a previous post. If they are 512x512 or 1024x1024 crytiffs they should be fine to use in 3ds max (Even if they were just jpegs and of any size they should work in 3ds max to be honest, but wont work later in Crysis).
I'd suggest you are doing something wrong when setting up or applying your material in 3ds max rather than it being the fault of the standard sketchup textures. Have you been able to apply any material in 3ds max, and if so how is it different from the Sketchup materials? I'd suggest you revisit the tutorials for creating materials in Max, as while it is possible to export directly from SketchUp to CryEngine, there are a variety of reasons why we are not doing it that way in this course. There is no opportunity for masking materials in Sketchup, nor is there opportunity to animate or create breakable achitecture. If you stick with sketchup and are unable to achieve the realism of 3ds max textures, or the interaction that 3ds max allows, you will have missed two very large components of experiment 2

mportokalli

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Oct 17, 2012, 1:49:06 AM10/17/12
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Hey Jules I was the guy you helped yesterday with the mess haha. I've got it sorted and I have no issues with exporting my model to Cry Engine, the only problem is now that when the model enters CryEngine it comes up red with the standard "Replace Me" nightmare written all over it, even when I have applied tif textures in Max and exported them correctly. I've had this working and used the exact same technique in the video but its just not happening. Is there anything I could be missing? When I try to send purely 3dsMax based items with nothing to do with Sketchup, even boxes, the "Nodes mesh has some degenerate texture coordinates" message comes up though it still sends itself to CryEngine with the same "Replace Me" texture.

Help!
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