Exporting materials
Foxotron currently supports two shading models: A modern, physically based (PBR) one, and a classic Phong-based "specgloss" one.
Foxotron supports the following common map types:
- Albedo
- Roughness
- Metallic
- Normal
- Emissive
- AO (Ambient Occlusion)
You can export some of the above mentioned maps from Blender by setting your material up as a Principled BSDF shader like so:
Note that Blender's BSDF doesn't currently support AO maps.
You can export some of the above mentioned maps from 3ds max by setting your material up a Physical Material in the Slate material editor like so:
Foxotron supports the following common map types:
- Ambient
- Diffuse
- Specular
- Emissive
- Normal
You can export some of the above mentioned maps from Blender by setting your material up as a Principled BSDF or Specular shader like so:
"Base Color" is your Diffuse channel; Blender doesn't currently support an Ambient map.
You can export some of the above mentioned maps from 3ds max by setting your material up a Standard material in the Slate material editor like so: