- Modeling and texturing attractions on the background
- Creating a robust workflow to move 3ds Max data to Maya cleaning multi materials
I used 3ds Max, Maya, and Zbrush in modeling and texturing attractions that can be seen in the background. Some models that already existed needed to be retouched and polished.
Some assets that already existed were in 3ds Max and needed to be ported to Maya for the final layout. The main problem with exporting the assets using conventional methods was extensive multi/sub-object material usage inside original 3ds Max data. At the time when this project was ongoing, and at the time of writing, No conventional method supports exporting 3ds Max multi/sub-object material data directly into Maya because Maya's lack of default alternative to this material.
So I wrote a script, that with a simple drag and drop clears all the multi/sub-object material data by detaching each geometry area with a separate material, into a separate object with its material isolated from the multi-material.
You can download this script below. Make sure object with multi/sub-object material is selected and in edit poly, and drag and drop the script on to the viewport.