Because we exported from 3dsmax to Crysis, all of our existing textures were lost during the process. I had to start re-texturing from scratch through Crysis. I was determined to use our existing custom jpeg textures done in 3dsmax. And found some tutorials on how to use custom textures off Crymod and other various video links.
I trialed a few ways of doing but came unstuck, when trying to apply the jpeg/tiff image.
The process involves converting all my jpeg textures into dds files. As photoshop does not have the ability to do this, I downloaded a open source software called paint.net.
From there I converted the files and also resized the images 128x128 pixels.
Then from crysis, I opened "material editor" inside the view tab and selected the desired object to be materialised. After a few unsuccessful goes at linking my dds file image. I had discovered I had been assigning materials by selecting any default material then editing its features to what I wanted.
However once I did this, saved my work and opened up my crysis file again, all my work had been lost and the default texture would be applied, not my custom materials.
i then discovered the correct way in applying custom materials through a tutorial I found and from my classmate Eva.
Step 1.
- Go to view
- Open view plane > Material Editor
- Select Add new item icon
- Create a folder named "textures" inside your project folder, inside of crysis
eg. C:\Program Files\Electronic Arts\Crytek\Crysis\Game\Levels\Cenotaph\Textures
- Save the new texture as a material file (*.mtl)
- it should now appear in the hierachy menu on the left of the Material Editor
Fig 2.) Creating a new .mtl item to assign materials
Step 2.
- Locate any image file you wish to use
- download a image editor like Paint.net (free software), photoshop will not work
- open the image up in Paint.net
- resize the image 128x128 pixels
- save as a .dds (direct draw surface) file in the texture folder you create in the last step
Fig 3.) Using Paint.net program to resize and convert file
Fig 4.) Saving specifically to a .dds file and position it into a texture folder inside crysis
Step 3.
In crysis:
- Select the object you want to materialise
- click Assign Material to Selection icon in your Material Editor
- select the new material file you just created in the hierachy menu
- Go to Texture Maps inside the material editor
- In Diffuse > open up the browser and assign your .dds file you created from Paint.net
From there you can assign a mulititude or different options and UV map looks.
In this material editor, many different properties could be modified and manipulated. It gave you a wide range of options to create a unique and innovative new texture, for eg:
- bump map
- glossy
- opacity
- sub surface
- and many more
Because crysis' ability to control every facet of materials I felt as if we should take advantage of this and played with a few different designs. I came up with some striking new designs and discused it with my team. We came to a final design conclusion and these photos below illustrates the development of what we came up with so far.
Below are some screenshots of the processed i went through in developing a textured building.
Fig 12.) Importing texture to outer walls
Fig 13.) Interior Materials
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