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WILLIAM C. CULBERTSON

​Volume 1: Chapter 10 Notes and Corrections



Unity 6.0!

Please note: 
​
Since this book has been published, Unity has upgraded to newer versions. 

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 included PDF Chapter text,  Castle Asset Package, and included assets. This package will work with Unity 6.0 and up. This package is for the URP core. The HRDP version will be coming soon.
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chapter_10_unity_6_package_download_folder.zip
File Size: 23103 kb
File Type: zip
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Picture
Below are Castle Project Asset Packages for previous Unity Versions
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

2025 Download:
chapter_10_unity_6_package_download_folder.zip
File Size: 23103 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.



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
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