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孤島危機(jī)教程:從3ds max輸出到CryEngine2

發(fā)布時(shí)間:2012-01-16 來源:

 
點(diǎn)開第一個(gè)子材質(zhì),貼圖通道選擇漫反射(Diffuse Color ),選擇位圖(Bitmap)
screen.width*0.7) {this.resized=true; this.width=screen.width*0.7; this.alt='Click here to open new windownCTRL+Mouse wheel to zoom in/out';}" onmousewheel="return imgzoom(this);" onclick="if(!this.resized) {return true;} else {window.open(this.src);}" border="0" hspace="0" alt="Click here to open new windowCTRL+Mouse wheel to zoom in/out" src="http://img3.gamersky.com/upload-hd/200711/20071105154632509.png" width="450" height="469" resized="true" ke-onmouseover="if(this.width>screen.width*0.7) {this.resized=true; this.width=screen.width*0.7; this.style.cursor='hand'; this.alt='Click here to open new windownCTRL+Mouse wheel to zoom in/out';}" />
選擇你要使用的紋理貼圖,這個(gè)可以自己畫或者修改素材得到,只要不是FLASH文件就可以了
然后,選擇凹凸法線(Bump Normals)通道,也找一張位圖(法線貼圖)
最后,,為第二個(gè)子材質(zhì)指定貼圖,重復(fù)上面兩步。

10. 將這個(gè)多維材質(zhì)賦予物體
更改材質(zhì)ID號,ID號數(shù)目不要超過子材質(zhì)數(shù)量,這里只要2個(gè)ID號(1和2)即可

11. 為模型創(chuàng)建物理效果,需要第二個(gè)相同的模型來實(shí)現(xiàn),并且是閉合的,第三個(gè)子材質(zhì)的用途就在這里了
    在元素級別復(fù)制一個(gè)物體,然后把第三個(gè)子材質(zhì)(physics proxy類型)賦予它12. 創(chuàng)建材質(zhì)文件,在工具(Tools)面板-更多(More)打開CryENGINE?2 Exporter Utility,把它拖到剩余按鈕上去。

找到Material 折疊項(xiàng)目
screen.width*0.7) {this.resized=true; this.width=screen.width*0.7; this.alt='Click here to open new windownCTRL+Mouse wheel to zoom in/out';}" onmousewheel="return imgzoom(this);" onclick="if(!this.resized) {return true;} else {window.open(this.src);}" border="0" alt="" src="http://img3.gamersky.com/upload-hd/200711/20071105154633201.png" ke-onmouseover="if(this.width>screen.width*0.7) {this.resized=true; this.width=screen.width*0.7; this.style.cursor='hand'; this.alt='Click here to open new windownCTRL+Mouse wheel to zoom in/out';}" />
確認(rèn)你的材質(zhì)編輯器里選中的材質(zhì)球在最上面一級即多維/子材質(zhì),而不是在子材質(zhì)下面,點(diǎn)擊Create Materia
screen.width*0.7) {this.resized=true; this.width=screen.width*0.7; this.alt='Click here to open new windownCTRL+Mouse wheel to zoom in/out';}" onmousewheel="return imgzoom(this);" onclick="if(!this.resized) {return true;} else {window.open(this.src);}" border="0" alt="" src="http://img3.gamersky.com/upload-hd/200711/20071105154634176.png" ke-onmouseover="if(this.width>screen.width*0.7) {this.resized=true; this.width=screen.width*0.7; this.style.cursor='hand'; this.alt='Click here to open new windownCTRL+Mouse wheel to zoom in/out';}" />
打開一個(gè)對話框輸入文件名為testbox,和材質(zhì)名是一樣的,保存

screen.width*0.7) {this.resized=true; this.width=screen.width*0.7; this.alt='Click here to open new windownCTRL+Mouse wheel to zoom in/out';}" onmousewheel="return imgzoom(this);" onclick="if(!this.resized) {return true;} else {window.open(this.src);}" border="0" alt="" src="http://img3.gamersky.com/upload-hd/200711/20071105154634529.png" ke-onmouseover="if(this.width>screen.width*0.7) {this.resized=true; this.width=screen.width*0.7; this.style.cursor='hand'; this.alt='Click here to open new windownCTRL+Mouse wheel to zoom in/out';}" />
這就是你導(dǎo)入的材質(zhì),關(guān)閉material editor
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