3ds Max users help.
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Hey,
I was wondering if there are any 3ds Max users that whould be willing to help me. I got a couple models from Turbosquid (they where free) and realised they where in .max format. unfortunatly my first port of call (blender) cannot import these models, and neither can any other software. So i was hoping someone who owns a copy of 3ds max could help me by converting them into more useful formats like .obj.
Thanks,
Ozed -
Interesting…
I use some models comming from the same website, in .blend format, and export them to .obj, then import it in milkshape, but models are not correctly imported, some faces disappear, and the “gray” texture is partially black or shadered on some parts…So if .max exported to obj is better, let me know, i will give it a try…
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Hash wrote:
Beware that some faces may be reversed if you see’em black or strangely shaded in MS3D.
And remember that FL doesn’t show up reversed faces. Deselect “draw backfaces” in MS3D and then whatyou’llseeiswhatyou’llget in FL.will try this… thanks
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And then try:
face - smooth all -
Alright,
Got the models and just put them in a .zip for you. One of them is a pretty hig poly model at about 41K so it hope you don’t mind. You can use either 3ds or obj seing as they can both import into milkshape although i will probably need to check the models in blender in case they contain quads (which i have found is quite common).
So here is the link to the file: http://dl.dropbox.com/u/10666791/Max models.rar
BTW: Just wondering what that high poly model is gisteron
Ozed
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Here you go. I didn’t know what to do with the 3rd one because you alredy exported it…
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Hey,
Thanks for that, although i’ve got a couple of problems, one is with the veystar model which simply doesn’t import into blender and says it has too many verticies/polys to import into milkshape. And the other model the carrier seems to be really messed up when imported into either programs. O and sorry about the other model, i put the wrong folder in the archive. Here it is on its own:
http://dl.dropbox.com/u/10666791/GX-45_Destructor.rar
So could you possibly try and export them again in .obj please.
Really appreciate this
Ozed -
I don’t think it matters wether it is 3DS or OBJ format, both of the models include too much verticies and Milkshape can’t read so much. You should delete unnescesary objects like turrets and other things that you want.
Resend the models after youre done. -
Nightstalker mentioned in the past that he had to break high poly models into pieces. I would imagine you should basically cut the model in half, import the two halves into milkshape and merge them together.
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What you do is import one part of the mesh, save it as a ms3d file. Create new file, import second part of mesh, then use the merge function to import the part you saved earlier. You can merge all manner of objects so long as you save them as .ms3d files.
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With the higher poly models, they can cause milkshape to crash anyway due to the amount of poly`s it is trying to deal with. Thats where multi part .cmp comes into it.
On a side note, I just had a quick look at the models you up`ed and noticed some of the textures are rectangular. FL only recognises SQUARE textures. Took me a while to find that out when my textures look rubbish in game but fine in max + milkshape. Just add a section of pure black(alpha) to the shortest side of the texture to make it up to a square.
Iceman
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Hey,
I realise that these models have far too many poly’s for milkshape to inport as a whole but I cannot break the models up because when i import them into blender they are really buggy, probably a bad importer. So can i get you to just re-export them in .obj so i can cut them up in blender and export them in parts for milkshape. Anyway, there is no rush.
Thanks,
Ozed -
You don’t need to add black alpha to the texture, just resize it to make it square in photoshop (if dds). To your eye’s it might look squashed, but in game it will look completely normal.