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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: .::Tin Can::. on March 16, 2004, 05:47:02 pm

Title: Principles of 3DS Max 5
Post by: .::Tin Can::. on March 16, 2004, 05:47:02 pm
Let me get a few things straight here, or at least in the gutter:

IS 3DS Max used, by getting a basic shape, and then molding it, cutting at it, flexing it, and then making it to your ultimate form? Just a thought...

And what are some of the things I need to know about 3DS Max 5? Is there anything in particuarly special about it that I could use to make, well, whatever? Also: how do you know how large the ship will be? How do you convert files? How would you SAVE the files? How would you apply shinemap principles TO the model in order to make it consistant with Freespace 2?

You guys are the only ones I know who might know what I'm talking about, and since UT keeps on telling me that I should be able to do this, I'm starting to give it a try.
Title: Principles of 3DS Max 5
Post by: Nuke on March 16, 2004, 07:35:22 pm
the best bet is to go get a copy of 3d studio max for dummies. theres too much to know about max to put into a forum.
Title: Principles of 3DS Max 5
Post by: magatsu1 on March 17, 2004, 05:54:38 pm
do a google search. There's bound to be some max specific forums, tuts etc.
Title: Principles of 3DS Max 5
Post by: Deepblue on March 17, 2004, 07:24:45 pm
Extrusions are your friends.
Title: Principles of 3DS Max 5
Post by: Flipside on March 17, 2004, 07:26:00 pm
Oooer! :shaking:
Title: Re: Principles of 3DS Max 5
Post by: aldo_14 on March 17, 2004, 07:31:59 pm
Quote
Originally posted by .::Tin Can::.
Let me get a few things straight here, or at least in the gutter:

IS 3DS Max used, by getting a basic shape, and then molding it, cutting at it, flexing it, and then making it to your ultimate form? Just a thought...

It can be, I think.... but personally, I always start with a box and work outwards, adding details - as Deppblue said, extrusions are your friend :nod:

Quote
Originally posted by .::Tin Can::.

And what are some of the things I need to know about 3DS Max 5? Is there anything in particuarly special about it that I could use to make, well, whatever? Also: how do you know how large the ship will be? How do you convert files? How would you SAVE the files? How would you apply shinemap principles TO the model in order to make it consistant with Freespace 2?


Ship size is set in Truespace, or using the options in PCS
Files are saved as max files - to get something usable in Ts, export a 3ds.  NB:  3ds files require 8-character-length filenames for the textures - anything more gets shortened.  Shinemaps are seperate maps...you don't use them in max atall for modelling - just take the normal textures and create an alkternate version of them with the -shine (IIRC) ending.  To be clear, the only map you apply to the model is the visible texture map - i.e. the basic 'skin'.

Check the tutorials that come with max - max v4 had / has an excellent box-modelling tutorial that got me started.
Title: Principles of 3DS Max 5
Post by: Flipside on March 17, 2004, 08:03:00 pm
Aldo's right here, this is true in any 3D App when doing game objects. Booleans are teh bad. Stay away from animation until you feel pretty comfortable with modelling, that's just from personal experience ;)
Because you are modelling for a fps, remember 3 things....

optimise.....
optimise.....
optimise....

Remove wall-facing polygons from objects, you may give yourself another 10 poly's worth of detail on the front of it ;) Even if these games have increibly powerful engines, the game can be ruined when you feel like you are dragging the scenery around with you ;) Textures are very powerful detailling tools, the most awesome looking wall is usually still less than 10 polygons.

Oh yes, and stay on the path, ware the moors ;)
Title: Principles of 3DS Max 5
Post by: Liberator on March 17, 2004, 10:47:06 pm
Since we're talking about 3D packages, why do all the programs I look at(MAX, Rhino, Maya, Truespace, Ect) seem to have their GUI layouts designed by retarded monkey's high one space crack and wasted on Bosch Beer?
Title: Principles of 3DS Max 5
Post by: StratComm on March 17, 2004, 10:56:39 pm
I actually really like Max's interface.  It's got a steep learning curve, sure, but once you catch on it's extremely powerful and intuitive.
Title: Principles of 3DS Max 5
Post by: Liberator on March 17, 2004, 11:55:15 pm
Of course it's powerful, they use it to make movies for cryin' out loud, but that learning curve is near verticle for every single package!  

No one has, as yet made a powerful, yet quick to warm up to.  

I don't mind needing to spend hours learning how to work software, but I need the software to work with me instead of being the proverbial brick wall.  God help us, I don't the M$ has the ability to, it's probably one of those universal constants:

"There shall not be a beginner friendly 3D design package at any time, and if one should be discovered it shall be destroyed as efficiently as possible in the name of progress."
Title: Principles of 3DS Max 5
Post by: Nuke on March 18, 2004, 12:07:40 am
max is to truespace what photoshop is to paint shop pro. now that i have mastered photoshop to a degree, i never touch psp. i hate what truespace 6 did with the point edit tools, they made them more difficult to work with, while improving the uv tools. at the very least max has been consistant with its interface. i only know the very basics about max.
Title: Principles of 3DS Max 5
Post by: Flipside on March 18, 2004, 12:45:55 pm
I warmed to lightwave modeller immediately, at low level, it's just like using plasticene, and at high level, it's an incredibly powerful tool. The thing is, I think, that you need to learn some things BEFORE you ever boot the program, there is no such thing as a 'run and go' 3d Modelling program, any more than there is such a thing as a 'run and go' sound editing program, both assume you have a basic knowledge of the field they work in.
Title: Principles of 3DS Max 5
Post by: aldo_14 on March 18, 2004, 01:17:22 pm
Quote
Originally posted by Liberator
Of course it's powerful, they use it to make movies for cryin' out loud, but that learning curve is near verticle for every single package!  

No one has, as yet made a powerful, yet quick to warm up to.  

I don't mind needing to spend hours learning how to work software, but I need the software to work with me instead of being the proverbial brick wall.  God help us, I don't the M$ has the ability to, it's probably one of those universal constants:

"There shall not be a beginner friendly 3D design package at any time, and if one should be discovered it shall be destroyed as efficiently as possible in the name of progress."


More features = more ui options  = more complicated UI :nod:

Tho i found max quite easy to use from the start......
Title: Principles of 3DS Max 5
Post by: .::Tin Can::. on March 18, 2004, 03:13:45 pm
On 3D Max, I'm guessing there is so such thing as "grab corner, pull to specified standard, release..."
Title: Principles of 3DS Max 5
Post by: aldo_14 on March 18, 2004, 05:29:55 pm
Quote
Originally posted by .::Tin Can::.
On 3D Max, I'm guessing there is so such thing as "grab corner, pull to specified standard, release..."


Select vertice/s and drag, surely?
Title: Principles of 3DS Max 5
Post by: .::Tin Can::. on March 18, 2004, 06:07:52 pm
Ok, stop right there. What do I activate in order to do that?
Title: Principles of 3DS Max 5
Post by: Nico on March 19, 2004, 02:15:38 am
I almost don't use extrude anymore :p
Title: Principles of 3DS Max 5
Post by: aldo_14 on March 19, 2004, 05:13:59 am
Quote
Originally posted by .::Tin Can::.
Ok, stop right there. What do I activate in order to do that?


Right..i'm not at home justnow, mind, so I can't give specifics.  And this is based on v4, anyways...........

- firstly, make sure you have an editable mesh (right click on object, convert to editable mesh)
- then, select the mesh editing bit from the RHS toolbar (i.e. covering the side)... you'll find a tab which lets you select the vertices
- select 'edit vertices' (an icon), and simply click on the vertice / s you want (shift-click to select multiple times)
- then just drag

Find a tutorial / walkthrough though - it's the best, quickest and easiest way to learn what you need to know.  Once you know how to make one thing - no matter how simple - you can expand and build upon those basic techniques.