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3dmax Description materials
3dmax Description materials

If the parts of the objects are combined with the materials, one should already specify and organize the material in a right way. MAX creates a Multi/Sub-Object-Material with the adequate Mat-ID's and the sub-materials during attaching.

No empty shots

No nested Multi/Sub

names shall be clearly defined and specified according to the following specifying system. Please, pay attention to the capitalisation. Object names shall be taken over from the model or object list.

Materials without textures STANDARD_Object_

For example:

STANDARD_Chair_Wood

with texture LINEAR_Object_

transparent TRANSP_Object_

with alpha mask AND TRANEAR_Object_

fragmanted structure (balustrade or fences)

with fragmanted structure MIPMAP_Object_

(f.e. checked pattern)

Materials with alpha mask MASK_Object_

Blend BLEND_Object_

Multi/Sub-Object_MULTI_Object

It is not necessary use general specular- or reflection/refraction adjustments. One shall simply pay attention to diffuse-colour grades and textures. However, if specular adjustments are necessary to describe an exact material attribute (f.e. gleamy ceramics white colour), this attribute shall then be adjusted in order to guarantee that this will be copied later with other means. Materials which are used during the process shall not be used in no way. Exclusively the normal colour gradients and/or textures shall be used. Furthermore, no blend- composite- or vertex painting materials shall be used. The basic material is always a standard.

All scenes delivered as examples have materials created according to those guide lines.

http://www.amenext.com layer list object modeling V-12/07. In contrary to the Layer sorting of the sight-board the object layers are not arranged according to four-digit numbers but according to a four-digit letter-prefix.

http://www.amenext.com

ZUBAIR ARIF




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