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sinkman

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  1. Probably you used a material for an older version of Maxwell.I had the same problem , when passing from 1.5 to 2.0 , many of the my materials were incompatible ... --- FodoR
  2. hey guys, im modyfing 3d objects from a game, and one of the rules to be able to do this is that when you modify an obj file, you cannot add any new vertices and be able to import your edit back into the game. but i take an obj file with say, 2900 vertices in it, i know this because every 3d editor ive used recognizes this upon import. but when i take this obj file and convert it to editable poly in order to be able to move vertices around n stuff it adds like 4 or 5 vertices all the time (i know this by selecting all the vertices after modifying to editable poly) and i end up with say 2905 vertices, which tereby breaks the rules of the game is there some way to stop this from happening? i dont recall having this problem before the game is street fighter 4 if anyones curious http://f.imagehost.org/0767/cvs2_style_bison.jpg
  3. thanks so much dan that did it. strangely enough all my maps went sharp and 'true colour' just from changing blur on one, i'm still investigating why, it looks better though
  4. hi there, this has probably been asked and solved before, but i searched the net using keywords that describe my problem and didn't get anywhere. i'm rendering an exhibition space and need to produce a walkthrough video, probably >3500 frames. the exhibition has >250 objects/maps and i'm using png's for my maps. my problem is rendering the objects at an acute angle, the maps go flat at heres an image of my render and settings: i can take more images of settings if needed. any help is greatly appreciated.
  5. NVIDIA Quadro FX 4800 Quadro FX 3800 Quadro FX 1800 Quadro FX 580 GeForce 9800 Geforce 260 ATI FirePro V8750s FirePro V8750 FirePro V8700 FirePro V7750 FirePro V5700 FirePro V3750 all of them are good for me
  6. hello, im somewhat new to 3ds max but I know enough from seeing tutorials on how to use the morph modifier that what Im doing is right. But for some reason when i morph it to the object i want it to turn into the vertices scatter all over the place and make for a pretty unsightly view (resembles intended object but very messy and sharp corners galore) pictures of what im doing are here: before morph: after morph: My only conclusion is that it must have something to do with the vertices coordinates not being able to be read by 3DS (im importing an OBJ file as the object wasnt created by me, im just trying to modify it) For me to modify it though I cannot add or remove any vertices for the end process (importing it into a game engine) to be successful, so I was wondering if the pros here have seen anything like this and maybe know of something that can help get rid of my problem without retriangulating or adding vertices. plz help cheers.
  7. "sub-pixel mapping" + "clamp output" helped me. thanks!
  8. Just press button "keyboard shortcut override toggle". Its near the "snaps"
  9. why not post the link! Will make life simple 4 everyone.
  10. oh man, MAAAAAAAAAAAAAAD propz to you and Nasheet....this has been driving me nuts for a week and replacing those two files in the extracted directx 9.0c redist dir worked!!!!!! I am sooooo happy, thank you both a ton!!!
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