Continuing from my last post, I have found that GS6 is also not to keen to booleans either. So far when modeling for GS6, use non-intersecting objects, primitive methods, and very primitive booleans, Oh, and when using the MAX to MDL, bake all textures and reapply as a standard diffuse bitmap.
Perhaps the issue here is with the never ending battle between Convex and Concave. If so, how can you get a Concave model to appear in GS6 as a Convex model would? I need to preserve all the detail I can. I have even tried VERY simple booleans consisting of two cubes, and that is still invisible to WED. The model I finished is a fairly complex Wheel Chair with spokes and metal framming, all done in MAX.
Make a model in MAX. Apply the texture as diffuse map and attach it well with unwrap UVW. Export your model as .3DS and import it in MED. In MED go to skin editor: skin settings, and set alpha at 100. Save the model as .mdl and it will be visible in WED.
The time of Dr/\g0n5 has begun...
Re: 3DS to MDL to WED
[Re: Bazje]
#84503 08/30/0605:4808/30/0605:48
OMG!!!OMG!!! I LOVE YOU BAZIE!!! IT WORKS!!!! F*^K Concaves, F#$k plugins, IT F#$%kin WORKS!!!. The wheel chair I modeled at it normal resolution is 60,000 polygons with some real defined areas, but it worked! THANKS MAN!!!