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Why Tik3D

Why Tik3D

Description

Why Tik3D models and materials are suitable and optimal?



In summary, the items in TIK3D program; We check so that they can be easily used by you, including the following:



  • Grouping the whole model together, removing extra lights and cameras and things that are hide in the scene.

  • Placing the Pivot at the lowest point of the object so that you can easily scale the object






  • The next step is to reset the material editor, rendering and environment settings. The purpose of this work is to remove textures that are not used in the program and are only available for testing or lighting in the scene. After this, three main processes must be done. First, the file does not have missing textures and all the textures are available. Second, two files with the same name from two separate folders are not available in the scene, and third, if textures with unusual names such as Russian, Chinese, Farsi, etc. are not available in the scene. If there are such textures, you will have problems during network renderings.

  • The next time-consuming and very difficult parameter is that none of the textures should have the same name as the previous textures unless they are exactly the same. If the textures have the same name in the scene, it is possible that you bring a model and because its texture name is the same as another model, the texture will be wrongly placed on your file. Something like the figure below:




  • The unit setting in all 3D files of the program is centimeter to centimeter. Don't worry though. When used in other unit sets, the models will be automatically imported with the appropriate size.




  • Checking the scale of each model individually to ensure that all models enter the scene with the correct fit




  • Removing missing DLLs is one of the important points in preparing models. If an object has a special plugin, it will be modified or converted to Polygon, or it will not be added to the program.

  • Modify the materials as much as possible. Such as things like normal bump, which if it is more than a certain value, the shape of the object will be messed up, or the removal of the Use_Real world mode, which causes texture damage in variable scales.




  • Converting materials to vray, corona and standard and outputting each of the models as FBX, Max and OBJ for different software. For this change and conversion, we have made changes in the Corona converter script to support metals or the metallness parameter, and we also wrote a standard material converter so that the FBX output is with standard material and other software can read it correctly.


This was a small part of the major problems and corrections of the models and we did not address other issues that are relevant. We hope that all our efforts are useful for you and that we can play a significant role in increasing the speed of your work. Note that according to Iran's laws, there is no copyright for products. Therefore, if you use the products for commercial purposes, be sure to buy their licenses from the manufacturing companies.

Tags: preparing 3d models - 3dsmax software - 3d models standard