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Re: Importing Studio Max Skin mapping to MED
[Re: DestroyTheRunner]
#190276
03/26/08 19:07
03/26/08 19:07
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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no pros respect to fbx import
but 3ds import has no animations,bones. 3ds files cant store them i think.
uv mapping generally seems ok with 3ds import.
but i always prefer fbx.
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Re: Importing Studio Max Skin mapping to MED
[Re: DestroyTheRunner]
#190278
03/26/08 20:53
03/26/08 20:53
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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therotically.
make sure your textures are either BMP PCX TGA or DDS (not sure about pcx)
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Re: Importing Studio Max Skin mapping to MED
[Re: Quad]
#190279
03/26/08 21:28
03/26/08 21:28
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Joined: Aug 2007
Posts: 286
DestroyTheRunner
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Posts: 286
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Quote:
therotically.
lol it scares me! i´m kindof short-timed and i dont wanna spend time learning stuff in 3ds max, exporting/rearrenging stuff to have bad results. 
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Re: Importing Studio Max Skin mapping to MED
[Re: DestroyTheRunner]
#190280
03/26/08 21:46
03/26/08 21:46
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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well i extracted lots of(~55) models from hl2 cs:s tf2 etc. using fbx import, due to lack of models that i use to test my scripts.
it never failed on uv mapping part, actually %95 of models imported completely(aminations,bones,uvs etc.) without errors. Sometimes(happened 1 times) vertices are not completely applied to bones, and sometimes it creates some extra polygons(happened 2 or 3 times) and mesh tester of MED finds them easily so its not a problem.
never happened to me but some people gets some arkward shapes instead of their mesh sometimes, but i think it has a workaround too.
edit: learning to unwrap models in max is easier than you think.
Last edited by Quadraxas; 03/26/08 21:51.
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