Hot answers tagged

9

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 lighting,...


8

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 ...


7

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 ...


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

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

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.


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

Yes, and No. Yes it is legal if you won't publish it. No it is not legal if you'll publish it. Simple as that.


4

find here a good description of why this problem exists and a script to solve it: xna3ds script


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 ...


4

Firstly, a 2:1 ratio is not isometric. It is a similar-looking dimetric projection (where two of the three axes are equally foreshortened, and the vertical axis is slightly less so) Isometric projection is when all three axes are equally foreshortened. An axis-aligned square tile lying in the horizontal plane has an isometric projected width:height ratio of ...


3

Though I don't use 3DSMax or XNA, I would assume this issue is caused by the left and right wing not sharing a common parent. All the bones should be connected to a common root bone, since most applications (it seems XNA is included) don't support multiple skeletons per model. Place a bone down the center of your butterfly and make the left and right wing ...


3

select the objects you want to group. hit the unlink selection button (the broken chain icon) And than you can group.


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 ...


3

You are on the right track with the rig needing to be the same. If you are using one character mesh and model you can reassign textures in Unity3D as needed. One thing to check is the Unity documentation: http://docs.unity3d.com/Documentation/Manual/HOWTO-ImportObjectMax.html It covers importing and exporting from MAX including "Exporting Bone-based ...


3

Right thanks for Blue for helping me figure this out, if you want to add extra animations to the stock humanoids from the Unity Asset store the following worked for me: 1) Start a new project in 3d Studio Max 2) Click Animation->Bone Tool 3) From the right hand pane select "Biped", click in the viewport and size accordingly. 4) Animate the biped anyway ...


3

I'm a bit late on this, but perhaps you can still use it or someone else might come across it. Exporting First of all, if the animation look wrong when imported into your game engine, it can be a good idea to bake your animation before exporting. Animation baking can also be done during FBX export in Maya, however I'm not sure it works as well as baking in ...


3

You can't have the realism provided by ray casting engines (e.g. vray) without a ray casting. You can only get very close to it. Ray casting is a simulation, xou simulate how lightrays bounce off from objects. Hardware rendering is not a simulation. You can get close to it, but most of the times, it requires you to re-render the scene multiple times in ...


2

Another workaround if you are in a rush, just highlight all the objects and create a 'selection set' this helps enough for me. Of course it depends what you intend to use them for once they are grouped...


2

In the edit UV's we have flatten mapping, make sure you check down all the three boxes and click ok. This will adjust your UV's automatically in the texture space. But from your image, it seems like you are texturing a track or road something like that. If in that case, i suggest you to follow this tutorial. Explains how to texture road/race track using ...


2

That's called a Boolean operation. You can find a video tutorial here for almost the exact situation you're asking about. Essentially, it looks like you create a new object with your two objects selected. You'll likely need to make your circle a cylinder first. The new object is a Compound Object of type Boolean. Then in the operations you select A-B (where ...


2

I recommend just using the native 3DS file format. There is an open source project that contains a content processor allowing you to do just that. To add the file type as an option follow Microsoft's tutorial on adding a custom processor.


2

Simply export your annimation from 3DS Max to a file type by supproter "XNA" (fx, fbx, etc. ..) And import your annimation in your project xna with "importer". (see the sample in the use of Microsoft Skinned model annim sample). Many existing tutorial to convert a model from 3ds Max to annimé xna .. Here is one: Tuto 3ds Max to Xna model anim


2

Apparently there's a company called Mixamo that sells and constructs anthropomorphic models as a service. And their web interface handles rigging. And it's fairly expensive, with a very brief free trial. But assuming you get it right on one of those first two tries, you should be able to import one of their "auto-rigged" models back into 3dsmax, and run a ...


2

I have been learning how to use Blender on CGcookie, that is why I will recommend you the page - http://cgcookie.com/ It gives you tutorials on 3DS MAX and Blender which is similar to Maya (there is a Maya Mode), and its definitely worth getting the premium access (I learned a lot there). + its only ~ $30 for 90 days I am not saying that open source is ...


2

I highly recommend http://www.3dbuzz.com They have videos for many skill levels, though if you have an advanced level of skill with it already some of them will be pointless. Most videos require a membership but the introduction to Maya series is free in its entirety. Ive worked through some of them my self, and have watched some of their other videos on ...


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