Okay folks... this is an updated tutorial for the full version of Doom3. It has been tested and works using Maya 4.5, 5.0 or 6.0 and the exportmodels command to get animated models (md5meshs and md5anims) into Doom3, properly textured.
- Link Fixed 10/31/05
EDIT: Update x 2! (12/9/2004)
The PDF tutorial I created has been updated to include all of the fixes listed below.
To prevent having to edit the md5mesh manually to remove the name of your mod directory from the shader path, add the "-game modDirectory" option to your export definition.
- Open Hypershade: Window -> Rendering Editors -> Hypershade
- If you followed my tutorial, delete any materials on your model (there is now no need to use a shading map and link it to a phong... you can directly use lamberts, phongs, whatever floats your boat).
- Create a new material (a lambert, for example)
- Click on the Color channel Input button (the checkerd box)
- Select 2D Textures -> Normal
- Click File
- Ensure that "Filter Type" is Quadratic
- Under Image Name, browse to your diffuse map... this should have the SAME path and name as what is referenced in your material file
. So, for example, in my tutorial, my material references:
So I browse to the image:
where buddy.tga is my color/diffuse map.
- Click Close
- With the Hypershade still open, select your model
- Right-click over the new material you created in the Hypershade and select "Assign Material To Selection" from the menu
You should now have a properly textured model in both Doom3 and Maya.
Now, on iddev.net, it says that the material file is referenced through the Diffuse channel in Maya, not Color. While this used to be true, it seems you can now just use the Color channel and it works fine. If you run into problems, however, you can reference both the Color and Diffuse channels in Maya without causing any visual issues in either Doom3 or Maya.
Edit: Yet Another Update
It seems the way the origin bone is connected to the skeleton of your mesh has changed. The origin should now be the bone to which all other bones are connected. Before, having the origin as a child to your root bone worked, and that's how I have it in my tutorial. However, this has changed... now the origin bone should be
your root bone.
You can easily fix this in Maya so that you don't have to repaint weights or any of that stuff. I'm assuming that your weighting process left the origin bone with NO influence whatsoever. Therefore, changing its position in the hierarchy shouldn't change how your bones are weighted.
- Export the weights you already have so you don't have to re-do them.
- Unbind your bones.
- Fix your skeletal structure so that the Origin bone is at the top of the hierarchy.
- Re-skin your mesh, and
- import your weights.
I created a new thread and made it sticky since this seems to be a frequently-requested topic.
The tutorial is in PDF format.
- Link Fixed 10/31/05