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3D Max Tips
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CaptArcher

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Post Posted: 09-20-2002 02:31 AM Post subject:

ok i am woundering if anyt one has a good tut on mkaing glows in max for jsut like models. not glows for bc


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Dawn

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Post Posted: 10-12-2002 12:27 PM Post subject:

i'm really looking forward to se how this spline cage thingy works for you on the galaxy .. i tried it several times and i think i got the baiscs the first time i tried them (3 circles in a row, cross section, etc.), but the problem is that more "difficult" splines, with more vertexes never get the right or sometimes even any surface after i aplied the surface modifier Rolleyes ... i mean for an object (like a saucer), ya need basically 3 splines, 1 for the front view, 1 for top/bottom, and one for the side ... now even when i count the vertexes for each spline to be of the same amount and welding them together, it just doesn't work .. so loft seems to me to be much better, especially for the galaxy saucer Rolleyes


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William T. Riker

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Post Posted: 10-12-2002 03:13 PM Post subject:

Don't use spline on circular or ellipse saucers. Use Loft.

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Dawn

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Post Posted: 10-13-2002 08:23 PM Post subject:

William T. Riker wrote:

Don't use spline on circular or ellipse saucers. Use Loft.


that's what i'm doing, non or the less i wanna know how this spline cage thingy works properly :p Wink


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William T. Riker

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Post Posted: 10-14-2002 12:25 AM Post subject:

Check out the tutorial thread.

Those links really help. That's where I learn how to use Splines.

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Post Posted: 10-22-2002 02:00 AM Post subject:

DamoclesX wrote:

Well the saucer is nearning 10k and I just finished that part.

i"m running into trouble with the neck area, I dont know what it is with these startrek ships lol

I can spline a b5 ship in a few hours but startrek ships take me forever.

I made that Qquon and the Victory both in under 2 hours from nothing to textured, but I'll be lucky to get 1/2 of a startrek ship done in about 4, the saucer is not that hard, but I like to get it PERFECT, so that means really screwing with the spline cage, its more the windows and crap, they are a pain to get in right.


ah face it, the b5 peeps were LAZY lol, I"ll have to post some pics of my "studio" hyperion some day. 150k with a ton of detail, I was thinking of making a into movie with it and my buds Omega Class.





Well, actually, the reason for that is obvious. B5 ships have ALLWAYS been 3d models. Most star trek ships are, or where physical models. That makes a big difference to some things...

And obviously, re-creating a ship made in 3d to begin with, is probably easier...

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Post Posted: 10-22-2002 02:09 AM Post subject: glows in MAX

There are a number of ways to get glows in MAX.

The one I'm most familiar with, is post-production glows.

For this, you need to set the material effects ID for the textures you want to have a glow (there are lots of other ways, but this is one of the easier ones)

Then, you need to find the post-production section (it's on the same menu as normal renders)

First, add a veiwport to the post-production qeue, then, add a 'glow' post-production effect, and mess with it's controls (there are LOTS of controls)

for starters, set the glow to be applied by Effects ID. There are too many options to go into too much detail, but this should at least point you in the right direction.

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Post Posted: 10-22-2002 02:17 AM Post subject: organic shapes

To create 'organic' rounded shapes, (other than when trying to re-create existing objects though)
FFD modifiers can be very helpful.

Create a box, and set it's number of segments to a relatively high number. Then, apply an FFD modifier, and modify it's control points to make quite a number of 'organic' looking shapes quite easily. To create symmetrical shapes, select multiple control points, and use a non-uniform scale on them.

Another thing you might want to consider, is a free-ware plugin called PolyChop.

It's a polygon reduction tool. It's a little buggy, and on my system causes MAX to crash if you use it on open shapes, or meshes with sub-objects

Also, it takes a bit of effort to get it to reduce the mesh into something which looks good, but it's very effective for getting rid of small polygons which are almost un-noticed when removed.

Actually, the reason I use max over anything else i've been able to get is the modifier stack. It can be a big help, except when you work with individual polygons...

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Post Posted: 04-24-2003 12:16 AM Post subject:

Wow, I just stumbled on this thread, I think it maybe should be made sticky again, could be useful, because i know there are alot of us moddelers out there who could to with a few pointers Smile.


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Post Posted: 04-30-2003 03:59 AM Post subject:

is there a free prog (not eval.) that CAN export into .nif cuz im in jr high and i cant afford jack squat! lol


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Post Posted: 04-30-2003 04:54 AM Post subject:

milkshape not free doesn't cost much and if you go to ef2files.com they have a game plugin to export to nif (although its not labled this way trust me its there)

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Post Posted: 04-30-2003 08:21 PM Post subject:

does anyone know where i can get a nif converter for 3dsmax5


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Post Posted: 04-30-2003 08:36 PM Post subject:

there is non


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Post Posted: 04-30-2003 08:37 PM Post subject:

theres got to be somewhere anyone

plEEEEEEEAAASSSSSEEEEEEE


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Post Posted: 04-30-2003 08:39 PM Post subject:

maby soon I just havent heard of it yet.


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Nixon_26

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Post Posted: 04-30-2003 08:42 PM Post subject:

there is no niff converter for max5 only for max 3.1 its easy to save in 3.1 format an ask someone to niff it, this is a tips thread not a advice seeking thread so not many people will look in here to help


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Post Posted: 04-30-2003 08:44 PM Post subject:

I tryed to tell him


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Post Posted: 04-30-2003 08:52 PM Post subject:

well exuse me sry nixon


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Post Posted: 04-30-2003 08:57 PM Post subject:

well Wink


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Post Posted: 04-30-2003 09:06 PM Post subject:

Well i dont know if im crazy but i was tryin to give you a little advice there after answerin your question for ya, if you want a responce put it in a new thread dont put it on one that has no significance otherwise no one will see it. There is no niff converter because it aint easy to make just like it aint easy to convert the other way someone may get round to one but its hard so i wouldnt wait and id ask someone like starforce to niff anythin you want try private messegin him or somit


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Post Posted: 04-30-2003 09:12 PM Post subject:

arg and I just told him not to o well I stand corrected. I will tell him to later.


what a day


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Post Posted: 04-30-2003 11:47 PM Post subject:

if you want a model converted to nif download another smaller model program like gmax or milkshape which does have a niff converter convert your max model to .3ds and export it to the new program then convert it there or else give it to someone else to convert

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Post Posted: 05-01-2003 03:29 PM Post subject:

does gmax have a niff converter it never used to?


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Post Posted: 05-01-2003 07:58 PM Post subject:

i apologize nixon sry everyone i will find out how to make a new thread


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Post Posted: 05-01-2003 08:10 PM Post subject:

sokay mate, i just wanna see what your workin on


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Post Posted: 05-05-2003 11:47 AM Post subject:

mostly i goof around with textures for nebula's ships ive actually gotten pretty good


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Post Posted: 05-13-2003 04:41 PM Post subject: Well

Search on google for it... It runs around $3000 I got mine for $150, but I know people at EA who were throwing old copies out.

I know other places, but I dont watn to get banned


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Post Posted: 10-22-2003 02:51 AM Post subject:

what i find wierd and confusing is that max 5 doesnt have a nif exporter but it does have a nif importer.

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Post Posted: 12-29-2003 05:55 AM Post subject:

ok good link


http://www.huntfor.com/3d/tutorials.htm

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Post Posted: 06-21-2004 02:36 PM Post subject:

spline modelling is far superior to creating stuff from primitives.

i find that the first step to a really kick ass max model is planning. if its your own design, you better have everything drawn out and detailed in advance. otherwise your looking at a very DIY model. when i design a starship, i work out cross sections of the form before i even hit the computer, that way, with complex forms, you have more accuracy, and as such a sweet model.

now, having said that i can model with impunity, i have ZERO experience with modelling for games.

is there a difinitive resource, an uber file that takes a ship from sketched concept right through to in game model firing phasers. if so, let me know.

also, i ponder as to whether there are any rules to the road. is there any setguidlines somewhere with poly count guidelines, compatable map types( specular, bump etc.) and advanced efects( glow , particle systems.etc)

what im looking for are the rules of the road so to speak and im no free loader. ive written a 5000 word modelling tutorial for max 5. its comprehensive. happy to hand it in if i can be given a place to e mail it to.

its for an assault rifle, not a ship though.

anywho, if a uber file exists, let me know. if not, i throw as much help as i can into making one with anyone who can help. im talking about a file by bc users for bc users.


btw, another tip, when spline modelling you may get crazy results when you use the loft of cross-section surface combos.

99.9999% of the time, this is down to vertex numbers.

so, enable see vertex numbers in the spline sub object mode of your spline cage. check for inaccuracies.

ya see, max lofts from one spline to the other by following vertex numbers. vertex one on spline a connects to vertex 1 spline b, so if these are mis aligned or totally different you get big problems. a good idea is to plan ahead for the complexity of surfaces, and clone each new cross sectional spline element from the last, keeping the numbers in sync.

the tutorial i did is pretty big, with lots of pics and such, and step by step files. so, i cant fire it down the line on my 56 k modem. if theres a call for it, ill find a broadband line and send it, but only if it will be made available to the public, not just random guys asking for it.


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