3ds Max :: Modeling Wheel For Game Mod - Wireframe View
Oct 16, 2011
I have been modeling a Wheel for a game mod and here recently my wireframe view on my viewports has been screwed up.. the sizing on the wireframes is like 3x the size they used to be and i cant find anything to reset them to normal.
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Nov 20, 2012
I am attempting to import 3d models from a software called Daz studio into Maya. The models enter motionbuilder and 3ds Max with no problem. When I import them into Maya they come in as wireframe. I have been unable to take the wireframe off of the model. The file format I am using is FBX. wHEN I RENDER an image of the model i am able to see it in it's realistic form-but when i attempt to see it in the viewport it is wireframe.
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Mar 1, 2008
I would like to convert in-game terrain (from whatever game) to an elevation map, so that I can use it in a program like Vue to generate a 3D terrain. Basically, I'd be flying above the game terrain and taking snapshots, and would like to know what's the usual approach to convert these snapshots into elevation data in Photoshop.
I understand the basic concept of how a grayscale image translates to elevation, but am having difficulties grasping how the grayscale version of my snapshots would translate in proper elevation information.
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May 18, 2011
This is one of those "I don't know what I did, but I want to change it back" items.
I have a rigged, poly character, and when trying to change the view to wireframe, I changed the display resolution of the character. I think I maybe hit "3" instead of "4". But now the charactere is displayed with the low-poly cage surrounding the smoothed geometry, and I do not know how to switch the display back so I do not see the low poly cage any longer.
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Jan 1, 2010
My view cube disappeared on me a few days ago and not like its a big deal now when i turn on the edges it shows the triangles in the mesh. So heres the real problem idk how to turn of the triangulation? view? and when i go to views/viewcube or steering wheel the roll out is empty. so i went to the + sign in the viewport and hit configure viewcube checked the box hit ok and nothing happened. could the file for the view cube and wheel somehow have been deleted?
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May 31, 2012
I've got a weird issue. Just spent some time on fixing up my logo. Ended up using both Text and creating my own/warping existing text to make the font.
Looks ok.
But anyways, I have a little bit of an issue. The center of the O (font not hand made) is not showing in NORMAL view but shows just fine in Wireframe.
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May 20, 2013
I've been using Inkscape for a long time and decided to switch to Illustrator CS6 now for better compatibility with PDF standards. While most things are very similar in both programs, one thing enormously bugs me in Illustrator each time I use it. In Inkscape, you could hold down your middle mouse button (mouse wheel) and move the mouse to simultaneously navigate on both the horizontal and vertical viewport axis. In other words, holding down the middle mouse button and moving the mouse would pan the view in both directions. Is there any chance (program setting, plug-in) of getting a similar behavior in Illustrator (doesn't have middle mouse button, just some easy way to navigate in all directions)? I know that you can rotate the mouse wheel to pan the view vertically and holding CTRL while using the mouse wheel pans it horizontally, but that's just cumbersome and totally counter-intuitive.
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Mar 19, 2012
I have placed a few lights in my scene. But I am unable to see and select the lights in my Top Viewport. It's beginning to slow my work process.
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Jan 16, 2014
I'm trying to create a waterfall in 3Ds Max and I can't render it, maybe to many particles? I'm still a newb to Particle View. I was think of SuperSpray but it has no way to collide and caan't add in extra particles after for the splashes.
Here's the program.
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Jul 11, 2013
3DS Max Design 2014 I am trying to get shaded Yellow road arrow markings. I added the markings to the resource kit .. (Diffuse and Opcaity using same image file)
When first used they look correct..
then with some editing to the model and many opens later the image is replaced by a grey block
this is what it looks like in shaded viewport, but still renders correctly
we dont always have time to render to file, we capture screen video. Is there a way to fix this? to get the yellow arrow in shaded viewport - permanently.
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Oct 17, 2012
I'm trying to reconcile 3ds max's FOV camera settings to the settings I am presently using in Resoft Windfarm (a program which I use by imputting co-ordinates and height of a camera point and then specifying a horizontal FOV, which gives a real life viewpoint at the exact horizontal field of view that would be seen in reality.)
I'm currently setting the units to metres, importing my terrain at 1:1 and positioning modelled elements at 1:1 on top of the terrain in the correct 'co-ordinate' position, using the UCS with the exact 6 figure co-ordinate points. I am positioning my camera the same way, at the correct height and exact rotation, but when I specify the horizontal FOV it looks much smaller than it does in windfarm, like the field of view is not the same? I'm pretty new to 3ds max
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Aug 22, 2013
version 2014 It looks like the axle of vehicles is provided for wheel rotation only.I could be wrong, but it looks like plan rotation (z axis) is not provided.Or can it be applied manually at path curves?
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Oct 16, 2013
I would like to create a simple polyplane in the side view in Maya. When I try to do this nothing happens and the software suggests I start on the grid but you cannot see the grid in the side view.
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Sep 9, 2013
I have problem with side view, my model appears incomplete. I add a file in word with the problem.
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Nov 21, 2011
unable to select objects after creating them in view port ..i am not able to select them in view port i can only select them either by SELECT ALL or from outliner or Hierarcy
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May 24, 2006
how I am able to generate a graphic from a photo that looks like its from a computer game?
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May 13, 2011
Is there a way to bake down multi-part materials and textures in a complex scene for a game?
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Feb 15, 2012
I have a question on color numbers
My i1/X-Rite shows a table, after profiling, of the color numbers set in RGB, the color numbers expected in LAB, and the color numbers measured after profile/cal, again in LAB. One of the numbers with the greatest difference between Expected and Measured out is pure Red, set as 255,0,0 in RGB. The measured error value is, in percentage, 1.14%. Now here's where it get curious.
When I open PS and set a Color fill for 255.0.0 RGB, the resulting LAB is nowhere's near the one's indicated in the table as “Expected” as below:
X-Rite Table
RGB= 255,0,0
LAB Expected:
L 56
A 80
B 66
Photoshop Fill
RGB set to 255,0,0
LAB Numbers
L 61
A 127
105.
If I set the Expected LAB values, in Photoshop, of course, RGB is not 255,0,0 and to see what the differences are, I did both sets of LAB values, set one image as a layer over the other and went to Difference. The result was a muddy green, like old pea soup.
In case you are wondering why I am doing this, it's because on a particular image with ample dry grass in the image, the difference between the print and the screen is noticeable, if on the subtle side, so I make a correction using Selective Color, Picking the middle gray and moving the Cyan slider -3, which then produced a print extremely close to the screen; -2 would be better.
It would be nice if all I had to do is to save this Selective Color setting and use it when I print on my basic paper. It may also simply mean I should profile the printer as well, and I will do so. But it nags me to see what X-Rite calls pure Red and Photoshop shows as pure Red, both set at 255,0,0!
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Mar 9, 2009
how to create realistc or semi realistic trees in top view,
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Mar 31, 2011
Maya 2011 seems to have an import function to *.OBJ files.
See the picture below I could not find the Export to *.OBJ format function.
What I do to export file into OBJ format?
Do I need to setup something or download plugins?
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Jan 3, 2014
I Trying to make Civ V (A pc game) icons like this:
I think that if i used e brushes and gradients i will make things like that.
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Feb 1, 2013
I'm trying to create a skybox (basically, a giant hollow cube that goes around a map to give the impression of a sky) for a game.
However, I don't know how to create a good sky and such that fits within the template and looks smooth all around.
Basically, the template is as follows: (note: this isn't actually the template. Each side is uploaded individually. The template is to show the wrapping.)
So how would I create a good, realistic sky that wouldn't look messed up at the corners or not matching up at the top or such?
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Nov 3, 2013
Where I find the Level up Game for Photoshop CS6 32 bits?
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Mar 20, 2006
I don't even know where to begin to create an image of the Simon game (you know....push the correct light in the right order).
Can anyone give me a tutorial link to something I could easily modify to make this background?
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May 20, 2003
I'm trying to make some textures for a 3d game with a digital camera.
If you look straight at a wall, and take a picture of it, it will be most likely that the edges of the wall won't all have the same color, because of lighting.
I have no problem getting the perspective and size of the texture right - my problem is getting the shades of the texture even, so that the final texture is seamless (i.e. if you place them next to / above each other, you get the illusion of looking at one image, and not a bunch of squares which don't fit together nicely).
Do some of you have some tips on what I can do to get rid of my problem? Is there some way to "even out" a specified color range? Do some of you maybe know some tutorials on the web which discuss this (I haven't found any )?
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Oct 20, 2004
I am trying to create a keyboard layout sheet for a game. I already sliced a blank keyboard image and now I want to add text to each button. I tried to do this with dreamweaver by converting the hole image to a html table, but this didn't work out. So I started dragging text boxes which snap to the slices. This seems to be a good solution but how align the text vertically into the box? I want to put the text exactly in the middle. I would also like to create a margin all around the box. I can post an image clarification would be necessary. Did anybody do this before, could you post a picture?
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Jul 25, 2011
do level design and/or design anything for the Source Game Engine. For those of you who do, here is a new series of videos I've started to walk you through the steps it takes to get 3ds Max setup to properly export your levels into the Source Game Engine.
basic Max setup (proper units setup, snapping to grid, etc) and end up with exporting your level, building concave models, lighting and more. I've taken the approach of walking you through the process, pointing out tips to make the process efficient. Since there are a lot of tutorials online that already go into the technicality of various Source tools (Hint brushes for example).
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Dec 12, 2013
How to make textures look great around the edges and blend nicely with the background.
Here's a sample of my problem, here's how the texture starts to look:
Here's it is rendered against a smoky light colored backdrop:
Here's how I want it to look, the edges are so nice!:
Here's the above ball zoomed in:
I can add shading in the .png file but then I can't render it properly as the shaded geometry messes up when I created the transparent background.
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Jul 29, 2013
I'm playing a racing and I'd like to screenshot my cars, or some of them, and cut them out to a transparent background.
So I want to be able to take the car out of the picture, with a tracer pen (if possible). I used to know how to do this awhile back but I done and forgot how after stopping making signatures and stuff.
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May 27, 2007
The pic on the right shows what I'd like to change. Problem is the borders can be tedious to do one line at a time. That is brush set at 1 pixel wide-dark gray. Then draw one map line. Then change to light gray to do center of line then draw right next to other line without messing alignment up. Then finally going back to dark gray to draw once again to other side of border line.
What would take a pro 5 minutes because he would know the shortcuts would take me hours to do these map changes. So could anyone tell me how to create a custom brush 3 pixels wide that would have the center pixel be lighter gray while the outer 2 pixels of line would be darker. I know how to use color picker to match with what's already in the game so you could skip that. I would just like to know how to create a custom brush that could do multiple colors in one stroke. I'm using XP and CS2 BTW. If anyone would like the targa files that make up these 3 regions in the game to mess around with I will send them.
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Aug 10, 2004
I am a game coder/artist using 3ds Max. To date, I have used very simplistic methods of making character skins. I need to step it up a notch and start making more realistic (human) skin textures for humans models in this game I'm working on.
I have been searching the web for several days on this topic and finding little luck. Here are the problems I am encountering:
1. Most skin tutorials for cgi I've found are for high-res, pre-rendered images in Max or Maya ,and not for games. They use several shaders and bump maps and complex multi-texturing that I cannot use in a game.
2. I found one fairly decent skin making tutorial but it used a clouds effect that really only works for light-skinned characters. I tried to modify for darker skin characters and it looks really bad.
3. In general, I have not found much for this at all on the web.
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