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Beginning with Modelling #286977
08/28/09 16:21
08/28/09 16:21
Joined: Sep 2008
Posts: 11
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IceTray Offline OP
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IceTray  Offline OP
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So, I'm basically looking for any insight and opinion.

I've done a large amount of modelling, rigging, and skinning in Autodesk 3DSMax, and was wondering how I could use these files in GS, what would be the best format, etc.

Personally, I find MED to be a little confusing to use.

Re: Beginning with Modelling [Re: IceTray] #286979
08/28/09 16:45
08/28/09 16:45
Joined: Mar 2009
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Erick_Castro Offline
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Erick_Castro  Offline
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I think you export max animations to FBX file format, and then import the FBX
from MED and finally convert that to .mdl

Last edited by Erick_Castro; 08/28/09 16:47.
Re: Beginning with Modelling [Re: Erick_Castro] #286985
08/28/09 17:23
08/28/09 17:23
Joined: Sep 2008
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IceTray Offline OP
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I'd actually done something like that, however when I imported the model into MED as an FBX, it didn't read any textures, so it was just a blank object, made me figure FBX wasn't supported.
Could that be a problem with the format of the textures? (.TGA)

Re: Beginning with Modelling [Re: IceTray] #286991
08/28/09 17:54
08/28/09 17:54
Joined: Dec 2007
Posts: 706
Schortens Germany
Landixus Offline
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Landixus  Offline
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export from 3ds max with fbx (2006)
it is good when model and texture are in the same path.

then in MED go to texture format and see what is checked.
when 32 Bit set to 24 and may be uncheck the alpha channel.


Also you can check in 3ds max the Z for the right align in MED.

Good luck.


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Re: Beginning with Modelling [Re: Landixus] #286994
08/28/09 18:42
08/28/09 18:42
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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İstanbul, Turkey


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Re: Beginning with Modelling [Re: Quad] #287016
08/28/09 23:49
08/28/09 23:49
Joined: Sep 2008
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IceTray Offline OP
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IceTray  Offline OP
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Thanks for the tutorial.
Just out of curosity, whats the general consensus among people here when it comes to polycount/triangles of a player?
I've been working on my player model, and its hit almost 4,000polys, and it has a HQ version used for CG videos thats 10,000polys.

Re: Beginning with Modelling [Re: IceTray] #287019
08/29/09 00:48
08/29/09 00:48
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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4-6k is ok for main player model i guess.


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Re: Beginning with Modelling [Re: Quad] #287068
08/29/09 18:53
08/29/09 18:53
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Germany, Magdeburg
mh, when i model a human person, i always get much more frown - i use cinema 4d to models

Re: Beginning with Modelling [Re: Rei_Ayanami] #287108
08/30/09 04:19
08/30/09 04:19
Joined: Sep 2008
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Ok, lets say the main model is about 6k give or take a little.
What would you aim for when working on secondary characters, or items inside of levels? Or enemies.

Using 3DSMax seems to be my downfall, haha, everytime I work on something I want it looking good, so it ends up being 11k

Re: Beginning with Modelling [Re: IceTray] #287149
08/30/09 11:40
08/30/09 11:40
Joined: Aug 2008
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bart_the_13th Offline
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But you can optimize your model in 3DSMax or C4D, though it will destroy the object shape even for 50% poly count...

Me myself used to work everything in MED...


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