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8

No. 3DSMax is not a game engine. You'll have far more difficulty creating a game in 3DSMax than you would moving the models into a proper engine. If it takes so much effort to move the models from 3DSMax to your engine of choice, you're using the wrong engine, or you're doing it wrong. If you're really in charge of these types of decisions for a team, you ...


7

Judging by the fact that you can arbitrarily choose between two $3500 tools to work with, I guess the price doesn't really matter. I don't really think it matters which of the two you use -- I'm sure some UIs/workflows will just click better with some than others. It seems like you're asking for advice between using a mechanical pencil or a wooden pencil ...


7

I'm not familiar with XNA specifically but most 3D development tools allow you to refer to bones in the model. In 3ds max just put a bone in the gun and then refer to that bone's position in your code.


6

It's best you read nVidia's pages containing some GPU Gems articles. There's the key formula which I will briefly explain to you in the following pseud-answer: This is where you'll find the complete article, and it's a classic resource by now. I will only assume you want an explanation of that process, done in a simplistic manner (as much as I can). The ...


6

Forget all that expensive software. Either it's expensive, and you take a hit, or you get used to high-end software, and can't use anything else. Like I said in my comments, just start learning Blender 3D. It's actually not that bad, the interface just takes a little while to get used to. If you already know concepts like materials, textures, spot ...


5

Voronoi shatter is one approach that creates fairly realistic shatter for eg. toughened glass which has the remarkable ability to shatter into small, typically convex fragments due to structural changes to the glass during manufacturing. Also, given you have a pane of glass, you will only need 2D Voronoi implementation, not 3D.


5

I don't use 3DS max, so I can't give you specific direction, but I can tell you generally what's happening. I assume you were following some kind of tutorial, so you may not remember doing this. However, it looks like you have the model set up to be mirrored down the center. So, selecting one vertex will mirror to the other side. Typically this is very ...


5

It will not be identical to the Box primitive, as the result will be a Rectangle with an Extrude modifier. It may have the same apparent geometry like a box, assuming that you toggle the flag to cap the beginning and end of the extrude. The origin of the resulting object will be at the base, which may differ from where the origin of a box normally is.


5

After spending a week searching the web and checking every related blog post, i found the solution. http://www.denysalmaral.com/2012/04/px-spritesrender-3ds-max-scripted.html This script renders and names the images perfectly, after it i combine them using "GlueIT" Works like a charm, Hope it will help others.


4

Just render to png/tga images and make sure alpha is enabled. You can enable alpha by just rendering any frame, press save and pick PNG or TGA and check the alpha checkbox. This will remembered when you render out multiple frames.


4

There are basically two paths you can go down. 1) Prepare models beforehand and try to sell them. A pretty popular website with a lot of art on it is TurboSquid. http://support.turbosquid.com/entries/174743-publishing-products This lets you work on what you know and at your own pace. 2) Join an art collective that does outsourcing and do work for hire. ...


4

There isn't really a one-size-fits-all solution for this. You can make 1 unit in XNA equal to 1 metre, or 1 kilometre if you'd like. What I'd recommend is you find a transform and stick with it. Start with exporting a 1m sphere into XNA, adjust the scale and/or camera until it looks right, then base everything off that scale.


4

You could try creating an actual vertex of the corner type while you are first creating the spline. I don't know of a way to change a vertex from bezier to corner after it has been created, however you can use the refine tool to create a new "corner" type vertex right next to it, and delete the old bezier vertex.


4

Go to vertex mode, select the vertex that needs to be changed then right click on it and select Corner from the menu. To convert it back to bezier then just select bezier again.


4

Thanks to dadoo Games my problem is solved. He was correct I needed to change my sampler state to wrap. I added this to my draw function to get it working: GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;


4

This could be a confusion over whether one thinks of oneself as being inside or outside the cube for the purposes of labeling things. You're thinking of yourself as inside the cube, and you note that left/right are reversed. However, imagine yourself outside the cube; rotate it 180 degrees so that the "front" side is facing you; now the left/right sides ...


3

Max (and most other modellers) also have rendering support, so they can render your scenes out to images -- you don't need to capture the screen to get your models into an image. The process of creating sprites from a model is essentially invoking the modeller's renderer with the desired settings (for lighting, anti-aliasing, and what have you) repeatedly ...


3

According to the MSDN: The XNA Framework uses a right-handed coordinate system, with the positive z-axis pointing toward the observer when the positive x-axis is pointing to the right, and the positive y-axis is pointing up. Here is a video on how to export animated 3d meshes from 3DS Max to XNA, using kW X-port, which is a quick and easy way ...


3

No one can give you an answer to this other than yourself. You need to ask yourself - What do you wanna be? What do you wanna do? What do you like? Typically these are the areas you might want to consider specializing in when it comes to 3D: Modelling Animation Texturing Lighting Rendering (which is where vray and mental ray come to play) alternatively, ...


3

3DS Max is a 3D modelling tool. There are several video tutorials available all over the internet (of varying quality). However, you can't make a game just using Max -- all it does is modelling and rendering. You'll need to use something else entirely, or at least something else in conjunction with Max, in order to make a game. Blender is a similar kind of ...


3

The only program that can reliably open .max files is 3DS Max itself. From Max you can export to something more open and portable like fbx. There's a free trial version of Max available from http://usa.autodesk.com/3ds-max/trial/?nd=1 which should do the job, although it won't run on Linux...


3

Cinema 4d seems to support FBX format. Even the cheapest C4D. You might be using a very old Cinema, thugh. Check if you can import FBX. FBX is a format that does support perfectly bones, weights, animation. So, all you need to do is get someone that opens in Max that *.max file you have, and export as FBX. Then you could import into your Cinema4D, and have ...


3

You should not be using the envelopes, it is no precise enough, open the Weight Table, select the vertex that is giving problems, like the one in you image. Give it a a 0.0 weight for all the bones, Select the Thigh Bone and set the weight to 1.0 This should solve your problem.


3

Automatically generating shattered pieces from an initially-whole mesh is pretty tricky, I would think. If you're just interested in simulating the dynamics of the shards as they fly through the air, collide etc. then I'd start with a pre-shattered mesh, using breakable constraints or something to hold the pieces together until they're pulled apart with ...


3

There is no way to do this. MaxScript is only an exposure of internal Max functionalities. If there is a something you cannot do with Max or with its sdk, you can't do it. Also Maxscript is not compiled so you can't generate exe's. The SDK does but does not do what you want :(


3

Your options: Get the student version: http://students.autodesk.com/?nd=download_center Download an illegal version (don't do this) Pay full price Use something else Use the trial You said the trial doesn't work for you but that's the only viable option for what you're asking. If you want to build something commercially with 3ds you better have $4000.


3

At least one case that this can happen is when you have multiple smoothing groups on an object. So a vertex can have as many normals as it has faces with different smoothing groups sharing it. http://wiki.polycount.com/SmoothingGroups


3

Luckily, Blender's BMesh support is finally here, as of 2.63. You're looking for the "Knife" tool. See http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63/BMesh hit K in edit-mode to switch to the knife, and click to set up points to "cut". Spacebar exits knife mode.


3

The first thing you need to learn is UVW mapping get a complete grasp of how this works and you will start to understand how your texture maps should be structured. This is a good tutorial that should explain all this - http://waylon-art.com/uvw_tutorial/uvwtut_01.html Then you should try texturing, using your Photoshop skills to apply textures and paint ...



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