Closed MonkeyFrogStudio closed 10 months ago
Here's a screen shot of the initial import of an object:
Notice the orange surface texture and how the object in the view port is bland.
Now here's a screen shot with the proper surface texture imported:
@LeeBamberTGC Notes: In WickedCall_TextureMesh()
After if (bGotSurfaceTexture == false)
Only .dds files are checked, png isn't considered
@MonkeyFrogStudio In the next EXP build the importer will be able to detect a PNG-based surface file during the import process:
@LeeBamberTGC This as now had a slight adverse effect to multi material models on import The normals are showing but pointing to surface and the surface is not showing at all ?
@synchromesh62 I imported a multi-material GLTF and this is what I saw, the normal and surface are fine:
Is there something else you are doing beyond a basic import to see the issue you are having?
@LeeBamberTGC Hi Lee Im not the only one to have this problem since the update however i use .png but used the generated .dds surface or create my own as .dds .. Bit of a mix i know But Max creates the surface in .dds only It now seems to be an all or nothing ( all png or all .dds ) to get them to import correctly. Thats not a problem for new stuff i create but all my old has the issue
Try importing this test and you will see exactly what i mean :) If i have to redo them all then i will but maybe its just a quick fix ? TEST- BARS.zip
@synchromesh62 That's great I can reproduce with this model, leave it with me :)
@synchromesh62 Was a silly typo, sorted for next EXP build:
Awesome Lee thanks so much !!
I use Substance Painter to create my PBR materials for MAX. With it, I can export out my textures when completed so I end up with an albedo, normal, and a single texture that contains the roughness, metallic, and AO in their proper channels. Of course, I've named this last texture "surface". Substance Painter does not export DDS files, so the surface file I end up with is a png. When I import my model into MAX, the importer catches all the files (albedo, normal, and surface) and places them in the correct slots. However, it attempts to generate a DDS file for the surface and that files is not correct. Instead of getting the surface file that I'd created, I end up with this:
surface_file.zip
It's just a small, solid-orange square with none of the information I'd put into my surface texture. As a result, I have to click the "..." button and import the PNG version, which then works fine. However, this means that I don't end up with a DDS version of my surface file.
Also, that surface file is generated and saved outside of the folder where the model is imported. It's created at:
GameGuruApps>GameGuruMAX>imported_models
This folder ends up getting filled with useless DDS surface files, all orange (like the above example).