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CryENGINE 3 Cookbook by Dan Tracy, Sean Tracy

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Basic material setup in 3ds

Before using textures and the advanced shading on objects, the CryENGINE needs the object to have a material ready to be read by the engine. These materials are stored as .MTL files.

In this recipe, you will learn how to create a material using 3ds Max and translate that material's information into an MTL file.

Getting ready

In this example, we will create a material for a basic prop with a texture and collision. To begin, open 3ds.

How to do it...

Let's set up our material for export to the engine:

  1. Open the Material Editor in 3ds Max by pressing the keyboard shortcut M.
  2. Create a new Multi/Sub-Object material in the first material slot by clicking the Standard button.
  3. Select Multi/Sub-Object from the dialog that opens.
  4. Next, ...

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