3dsMax Tutorials for LoG
Posted: Sat Feb 09, 2013 10:24 pm
Hi everyone,
like the Threadtitle says, I thought it would be nice to have a place, to share and look for 3dsMax Tutorials
according to modelling for LoG.
I startet with creating two Basic Tutorials for beginners, to make it easier for them, getting started.
Both tutorials are in pdf.
The first describes Howto create a Dropdown-Menu for the Import-Export-Tools within 3dsMax.
The Second shows import/export and creating (new) custom Objects, texturing it and exporting to LoG.
I would be glad, if the more advanced moddelers, shares their thoughts, moddeling-techniques, Tips, and anything they want to share in form of Tutorials, so the community learn from them.
Especially HowTo's for creating new Animations and HowTo Import/Export them to LoG, would be very valuable for the community I think.
But nonetheless, anything else someone wants to share is also welcome.
When you send the link in this thread, I would be glad to copy it in the first Posting.
Please dont forget to decribe which category it fits best (i.e. Basic-Modelling, Advanced-Techniques or Animation)
3dsMax Tutorials for Grimrock
Tools
importer/exporter for 3dsMax (Link to read about and download the importer/exporter - by Wallasaurus)
import_export_menu.pdf (Describes Howto create a Dropdown-Menu for the Import/Export Tools - by Wanderer)
Basic Modelling
Creating custom objects.pdf (Tutorial for import/export Models as well as creating new Models for LoG - by Wanderer)
Advanced Techniques
Animations
Tips & Tricks
How to configure the HomeGrid of the perspective view to be exactly the size of 1 Grimrock Floortile (square)
How to get rid of "holes" or "lecks" in exported models
like the Threadtitle says, I thought it would be nice to have a place, to share and look for 3dsMax Tutorials
according to modelling for LoG.
I startet with creating two Basic Tutorials for beginners, to make it easier for them, getting started.
Both tutorials are in pdf.
The first describes Howto create a Dropdown-Menu for the Import-Export-Tools within 3dsMax.
The Second shows import/export and creating (new) custom Objects, texturing it and exporting to LoG.
I would be glad, if the more advanced moddelers, shares their thoughts, moddeling-techniques, Tips, and anything they want to share in form of Tutorials, so the community learn from them.
Especially HowTo's for creating new Animations and HowTo Import/Export them to LoG, would be very valuable for the community I think.
But nonetheless, anything else someone wants to share is also welcome.
When you send the link in this thread, I would be glad to copy it in the first Posting.
Please dont forget to decribe which category it fits best (i.e. Basic-Modelling, Advanced-Techniques or Animation)
3dsMax Tutorials for Grimrock
Tools
importer/exporter for 3dsMax (Link to read about and download the importer/exporter - by Wallasaurus)
import_export_menu.pdf (Describes Howto create a Dropdown-Menu for the Import/Export Tools - by Wanderer)
Basic Modelling
Creating custom objects.pdf (Tutorial for import/export Models as well as creating new Models for LoG - by Wanderer)
Advanced Techniques
Animations
Tips & Tricks
How to configure the HomeGrid of the perspective view to be exactly the size of 1 Grimrock Floortile (square)
SpoilerShow
When you click the right-mouse-button onto the "Snapps Toggle" icon of 3dsmax a Window will popup, like shown in the Screenshot below. Select the "Homegrid" Tab and enter 15 in the "Perspective View Grid Extent" Field. The size of the default 3dsMax Grid should enlarge (like also seen in the backround of the Scrrenshot below). When you havent maked any changes before to the Grid (if it is still the default of 3dsMAx), then the now maked change should be exactly the size of 1 Grimrock-Floor-Tile

You can compare if you made the true changes to the Grid, by creating a simple Box-Object which is in size exactly like the whole Grid we just defined. Like shown below.

Then add a Floor-Tile texture (like prison_floor_dif.dds) to the surface (Top-Side) of the box like shown below.

Export it via export-tools and load the object in GMT, if the Model fits exactly in one square like in the screen-shot below (I made for better seeing red lines etween the squares of the 3x3 room of GMT), then you have configured the Grid of 3dsMax in the right way. This could be very handy if you want to create Floor-Tile-Objects i.e or just for orientation for the size of objects you are creating.

lg Wanderer

You can compare if you made the true changes to the Grid, by creating a simple Box-Object which is in size exactly like the whole Grid we just defined. Like shown below.

Then add a Floor-Tile texture (like prison_floor_dif.dds) to the surface (Top-Side) of the box like shown below.

Export it via export-tools and load the object in GMT, if the Model fits exactly in one square like in the screen-shot below (I made for better seeing red lines etween the squares of the 3x3 room of GMT), then you have configured the Grid of 3dsMax in the right way. This could be very handy if you want to create Floor-Tile-Objects i.e or just for orientation for the size of objects you are creating.

lg Wanderer
SpoilerShow
I noticed, sometimes when you created complex objects from scratch (when you created an object out of a spline then extrude it i.e) and exported it to GMT, some polygons of the object seems to be not exported in the right way.

Basicly it is exported but you cant see the polygon after imported it in GMT.
In this case load the model in 3dsMax again and select the polygon wich seems not to be exported right. Like shown in the screenshot below, select the polygon and use in the edit-tools of the selected polygon, "Surface Properties / Normals / Flip"

When you export the Model again, the "Hole" in the object should be closed.

lg Wanderer

Basicly it is exported but you cant see the polygon after imported it in GMT.
In this case load the model in 3dsMax again and select the polygon wich seems not to be exported right. Like shown in the screenshot below, select the polygon and use in the edit-tools of the selected polygon, "Surface Properties / Normals / Flip"

When you export the Model again, the "Hole" in the object should be closed.

lg Wanderer