3Dsmax 5.1 convert to MAYA problem?

simon

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(sorry for the double post, i posted it wrong the 1st time :/ )

hi,
we finally found our skinner for our MOD, one small problem, he uses MAYA, and we use 3Dsmax, the question is whats the best way to convert our model to something he can open. He downloaded a .3ds convertion tool, i sent him my file (.3ds), when he opened it, he had 4601 poly's. So i opened that .3ds file, and suddenly i also had 4600+ poly's? how is that possible, when i made the weapon (in .max format) it only had 1941 poly's, then i export it to .3ds and re-open it, and then it has 4600+ ...?? does anyone know where this is coming from?

some help would be nice

thanks
 
if i knew how to delete it i would have done it already, but please stick the problem at hand :cheers:
 
Well, .3ds automatcily convert to triangles, so you have 1941 polies but really 4600 triangles.

or your "export to .3ds" button is f***ed
 
Originally posted by SidewinderX143
Well, .3ds automatcily convert to triangles, so you have 1941 polies but really 4600 triangles.

or your "export to .3ds" button is f***ed

I think i'll go along with the first one on that, remember to work in Triangles not polies...

use the Edit Mesh option :cheese:
 
lol
if hes just skinning it then he odesnt need to send u back any files unlees he is unwrapping it in which case get an unwrapper .
 
he is unwrapping it also, can't he skin on it with the triangle's and apply that skin later on the 1941 poly version ?

if not, what is the best unwrap tool for 3Dsmax so that maybe i can unwrap them for him?

or is there a way to convert / import it into MAYA without making it into triangle's ? and keeping the 1941 poly's


thanks
 
Originally posted by simon
he is unwrapping it also, can't he skin on it with the triangle's and apply that skin later on the 1941 poly version ?

if not, what is the best unwrap tool for 3Dsmax so that maybe i can unwrap them for him?

or is there a way to convert / import it into MAYA without making it into triangle's ? and keeping the 1941 poly's


thanks


erm, no, because the poly count for models is in Triangles, so the model you have is twice the allowed poly count....

...oh and on a random note, im still in the belief that the poly count, includes thae arm models
 
Sadly there i not really good unwrapping tool (chiliskinner isn't that great :/ ) Unwraping takes time energy and paitence.
 
You were most likely using Editable Poly in 3DS Max, thus meaning you were using n-sided polygons. When you exported to .3DS file format, it converted the model into all triangles. When checking the polycount for your model, remember to always either:
A. Convert to Editable Mesh, check the polycount, then undo the convert action.
B. Apply a Turn To Poly modifier on the model, check the Limit Polygon Size box and change it to 3, check the polycount, then delete the modifier.
 
unwrapping is easier in max too. Why dosn't he just learn max too. That will save you a lot of time. If he's only going to unwrap it in maya, he might as well do this in max. The skinning will be done in PS or a similar program so if he can't use max on this one he's slowing you down. Have you tried to export *.obj's?
 
yes, we have tried it all, we are now waiting for the SDK, cause that will support XSi for 3DSmax 5 + MAYA 5 :)
OBJ's don't work :/ can't find any for max 5.1
and if we found something that worked, it flipped al the faces ...
we don't want to to un nessasary work
ill ask him to use max :) (maya sucks) hihi :)
 
IMO maya sits on top of max takin' a sh|t on it, but hey...it's the person who does the 3d, not the prog :)
 
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