• Whooplah
    • About
    • Blog >
      • WDW Trash Cans
  • Sculpturelab
    • About
    • Commercial Art >
      • Industrial Sculpture >
        • Disney - Standard Characters
        • Disney - Feature Characters
        • Disney Design Group >
          • Cinema
          • Tree of Life
          • 999 Happy Haunts
          • Disney Studios Pin Box
          • Big Figure Goofy
        • Hasbro
        • Nickelodeon
        • Sesame Street
        • Licensed Characters
        • Action Figures
        • Toys - All Kinds
        • Miniature Scale
        • Large Scale
      • Theme Park & Cruise Ship >
        • Parc Plaza Sesamo, Mexico
        • Hopi Hari, Brazil
        • Disney's Animal Kingdom
        • Splendour of the Seas >
          • Planet Sphere
          • Armillary Sphere
          • Zodiac Sign Reliefs
          • Golfing Gnomes
      • Architectural >
        • New & Restoration
    • Digital Art
    • Relief Sculptures
    • Fine Art >
      • Ceramics
      • Time Works
      • Figurative Work
    • Pont de la Paix
    • Public Art >
      • Garland Columns
      • Ames Circle of Arts >
        • Finished Installation
        • Design
        • Clay Medallions
        • Bronze Castings
        • Creativity Figure
        • Concrete Castings
      • Tampa Centennial Keep >
        • Finished Installation
        • Clays
        • Concrete castings
        • Installation
      • Relics
      • Guilin Harmony
      • Shepard Building >
        • Finished Installation
        • Design
        • Foam and Clay
        • Castings
        • Chronicler No. 2
      • Nature's Trust >
        • Finished Installation
        • Design
        • Installation
        • Clays
      • Salisbury East Ennis Portal
      • Ybor City Medallions >
        • Installed Sculpts
        • Social Medallion
        • Lector Medallion
        • Food Medallion
        • Home Medallion
      • Westshore Medallions >
        • Air
        • Commerce Medallion
        • Water Medallion
        • Community Medallion
      • Timberwolves >
        • Design
        • Clays
        • Installation
        • Installed
      • Puritas Station Promenade >
        • Design
        • Clays
        • Installation
        • Installed Sculpts
      • River Beacons
      • Relics
      • Student Body Promenade >
        • Design
        • Column 1
        • Column 2
        • Column 3
        • Column 4
        • Column 5
        • Installed Sculpts
        • Early Design
      • Muppet Dawn >
        • Muppet Dawn Design
        • Clay Delivery
        • Installation
        • Installed Project
        • Panel 1
        • Panel 2
        • Panel 3
        • Panel 4
        • Panel 5
        • Panel 6
        • Panel 7
        • Panel 8
        • Panel 9
        • Bench Quotes
      • Embassy Suites Bridge
      • Mr. Potato Head
      • Public Art Proposals
  • Pollywog Pond
  • Books
  • Contact
WILLIAM C. CULBERTSON

​Volume 1: Chapter 10 Notes and Corrections




Please note: 
​
Since this book has been published, Unity has upgraded to newer versions. In the newer version, the Terrain Editor in the Inspector has a new layout. The images in the book will not correspond with versions newer than Unity 17.4.17f1.

Please download the updated PDF document  below to follow the Chapter 10 tutorial on Exporting the Castle Scene  to a game engine. Download, unzip and use the new asset package file in the castle_project_package_2020_-_unity.zip folder below instead of the one described in the textbook. It will work with and after Unity versions 2019.1
Return to Previous
chapter_10_exporting_to_the_game_engine_-_revised_7-2020.pdf
File Size: 3181 kb
File Type: pdf
Download File

castle_project_package_2020_-_unity.zip
File Size: 108085 kb
File Type: zip
Download File

3DS Max 2021 and newer users-  FBX Export of models with materials note:

As of 3ds Max 2021, the Standard (Legacy) material type has been replaced with the Physical Material type as the default. The render engine has also been changed from Scanline to  Arnold. By default, Standard (Legacy) materials and their maps are converted to Physical materials upon scene or object export, and the original Map value settings may not be identical to the converted ones. 


Issue: 

When exporting objects to .FBX format with Standard (Legacy) Materials applied, Displacement map values are not retained upon re-importing the .FBX objects into 3ds Max.

Upon import, the values are re-set, and the Displacement map has been "wrapped" into a Vector Map container loaded into a Physical Material, not a Standard (Legacy) material.
Causes:As of 3ds Max 2021, the Standard (Legacy) material type has been replaced with the Physical Material type as the default. The render engine has also been changed from Scanline to Arnold.

By default, Standard (Legacy) materials and their maps are converted to Physical materials upon scene or object export, and the original Map value settings may not be identical to the converted ones.



Solution:
​

To force 3ds Max to retain Standard (Legacy) materials upon object export, do the following:
  1. In a new 3ds Max session, go to the Command Panel > Create > Geometry, and create a simple object in the scene (it can be a Box, Sphere, Teapot, etc.)
  2. Open the Material Editor (either Compact or Slate) and apply a Physical Material to the object. (Note: although this material is not supported for FBX export, applying it will add specific parameters to the 3dsmax.ini file, as described in Step 8. Without this step, the parameters will not appear in the 3dsmax.ini file.)
  3. Now, go to File > Export and export the object to .FBX format.
  4. When done, close 3ds Max.
  5. Make sure hidden files and folders are visible in Windows (see How to turn on hidden files and folders on Windows).
  6. In Windows Explorer, navigate to the 3ds Max user preferences folder (usually, C:\users\<username>\AppData\Local\Autodesk\3dsmax\<versionnumber>\ENU.)
  7. Open the 3dsmax.ini file in a text editor, such as Notepad.
  8. Do a search for the following text:
           [ExportPhysicalMaterial]
           PhysicalMtlAsPhong=0
           PhysicalMtlAsLambert=0

  1. Replace the 0 in the first entry to 1, so the text reads PhysicalMtlAsPhong=1.
  2. Resave the 3dsmax.ini file, then restart 3ds Max and do a test export of the scene with the default .FBX export settings again.
  3. Upon re-import, the .FBX file should retain the Standard (Legacy) material settings.
Note: to examine various .FBX settings that may be saved in the file, from the .FBX menu, export the file as ASCII instead of Binary. The ASCII .FBX file can then be opened in a text editor and the contents studied.
​
fbx_materials_export_fix.pdf
File Size: 247 kb
File Type: pdf
Download File

Proudly powered by Weebly