How to create material from 3ds Max with CryENGINE2 Exporter
From Blue Mars Developer Guidebook
There are security restrictions on this article
|
|
Contents |
Overview
This tutorial will walk you through the process of exporting a material from 3ds Max to a .mtl file for use in Blue Mars.
Setting Up Material In 3ds Max

- Name the Multi/Sub-Object Material. This name will be used and displayed in the Blue Mar's material editor.
- Select a sub-material.
- Set the shader type to Crytek Shader.
- Repeat for all other sub-materials.
Preserved Material Settings

- Some of the settings in 3ds Max's material editor will transfer over to the Blue Mars .mtl file.
- Texture Maps
- Diffuse Color
- Opacity Value
Export Material With CryENGINE2 Exporter

- Select the object you want export.
- Hit Add Selected under the Cry Exporter settings
- With the object added to the list, hit Create Material.

- The Item Editor will start. Once the Item Editor is started, then go back to 3ds Max.
NOTE: This step can be skipped if the Item Editor is already open.

- Hit the Create Material button.

- When prompted to save the material file...
- Make sure the file is being saved to the same directory as the Max file.
- The .mtl file name must be the same as Multi/Sub-Object material file in 3ds Max.

- Once saved, the material will be displayed in the Item Editor's material editor
- Notice that some of the settings from 3ds Max were transfered during the process.

- Go back to 3ds Max and export the .cgf.
NOTE: The 3ds Max file must be saved in order to export a .cgf
- Open the newly exported .cgf in the Item Editor, and the material will be automatically assigned.

