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18/12/2016

Bonus Staff Animation Blog!

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Hey guys, I know I said the last blog was ... the last, but I have a little bonus section!
​In my assignment, we get bonus if we can state how to export to a game engine, as this was supposed to be a game ready asset. Funnily enough, this wasnt so much of a problem with me!

​Step one is to make sure all of my materials have been made, applied and named. I will be making these steps for Unity btw.

​Then, export the finished model as FBX, then import this into Unity. Looking at this in engine, you will see the model, with the materials, but they may be grey. If so, you then take the material inputs you used in MAX, (Staff_base_albedo, Staff_base_specularity, etc) and apply these to the object.

​If you wanted to sell this object, or export it to someone with the inputs already attached, follow step 2 and then "Package Asset", which will take your work, and apply it and make it into a single folder.

​There we go! I believe thats the entire run line. Please note, this relied on me using Quixel, and exporting to Unity. The difference this makes is that I end up with Albedo, Specularity and Normal. If you hand make your textures then you can also do metallic, gloss and emission maps. These are applied in the same way as the first three.

You're welcome!
​Peter Carey,
​Dracon Interactive

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    My name is Peter Carey, and I founded Dracon Interactive.

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  • Home
  • About
  • Media
  • Games
    • The Eternal >
      • Eternal Ember
      • Eternal Shards
    • University >
      • SubTerraneon
      • Hero Rising
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    • Sequences
    • Flow
  • Other
    • VR Bow System
    • Project Guardian
    • NLP AI