Technical Artist

Tutorials / Scripts
Gold Material:

This is the basic material setup for making a gold like shader with Unreal's material editor. This setup uses a
Texture Cube environment map in combination with a reflection vector to make the gold seam to reflect the environment that it is in. The actually gold color its self was achieved using a ConstanV3 multiplied by the the Texture Cube map and feed into the Diffuse and Specular inputs.

Right-Click view to get a larger version


Please note that  this gold was made with textures that can be found in the Engine Materials package and was built purely to show how to setup a gold shader. The gold will look much better if you get the textures used for the Texture Cube from your actual level.
Scripts
Here are some 3Ds Max Scripts that I use on a day to day basis. Most of these scripts are Macro scripts so to install them simply drag them form your desktop into the 3Ds Max viewport. Once you have done that you will need to assign them to either a key on your key board or one of the Quad menus. 

Disclaimer: Any scripts here are primary made for my personal use, and as such are not properly tested, so some of the scripts may not be bug free or 100% stable.  I’m not responsible for any damage to files, data, scenes, object or anything else that can be damaged as result of use of this script. By downloading this script, you agree that you use it at your own risk and take full responsibility for anything you will do with it.


Light Map Unwrap:

This script will take each object in the scene and give it a new unique UV set on UV channel 2 for light mapping inside of Unreal. Please note that this script will run on EVERY object in the scene and not just your current selection. To use the script simply select any 3 faces on an object while in edit poly mode and then run the script from with a key board shortcut or form the right-click quad menu.
Light_Mapping_Unwrap.ms
1.0 KB


UDK Collision Tool:


This 3Ds Max Script will allow you to create a UCX collision hull around your current edit poly selection. To use the script simply select any 3 faces on an object while in edit poly mode and then run the script from with a key board shortcut or form the right-click quad menu. Once run the script will make a UCX collision box based on the bounds of your selection with the correct naming and numbering to avoid duplicates.  
Unreal_Tools-UCXCollisionBoxMacro.mcr
2.1 KB


Here is a video I made that shows how to use the tool inside of 3Ds Max. 


Single Object Exporter:

This script will take your selected object and its corresponding collision and export it in the .FBX format for use inside of Unreal. The script has two export options. One option is to export the object from its current location in the scene. The other option is to export the object from 0,0,0 in the world. This option will also place the object back where it came from in-case the user was modeling something that was no in the center of the scene.

Single_Object_Exporter_V1.4.mcr
3.7 KB


Video Tutorials:
Here is a very quick video tutorial that I did that covers how you very quickly export a mesh with a skeleton from 3Ds Max to Unreal via the .FBX file format.



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