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Xfrog To Maxwell


McLovin
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Goal:

Export Xfrog Trees into NextLimit Maxwell Render

Methods:

1) Using 3DS Max Xfrog plug-in, import Xfrog tree into 3DS Max. Use Maxwell plug-in to export from 3DS Max to Maxwell.

Result:

Tree imports into 3DS Max perfectly, file size 20 Megs. When using the Maxwell export, the following message is displayed:

Warning: Could not get custom attributes for material

Invalid W value (in method object.setTriangleUVW)

Error: could not set UVs for object "AL01a01".

Errors detected in scene creation phase. MXS will not be created.

2) Using 3DS Max Xfrog plug-in, import Xfrog tree into 3DS Max. From 3DS Max export to 3DS format and import into Maxwell.

Result:

Tree imports into 3DS Max perfectly, file size 20 Megs. When exporting to 3DS, error message says the the model contains to many polygons to export.

3) Export from Xfrog to 3DS format and import into Maxwell Studio.

Result:

10 Meg 3DS file created - when imported into Maxwell Studio, No materials - when saving, Maxwell Studio crashes.

4) Export from Xfrog to OBJ format and import into Maxwell Studio.

Result:

35 Meg OBJ file created - when imported into Maxwell Studio, No materials - when saving, Maxwell Studio crashes.

5) Export from Xfrog to DXF format and import into Maxwell Studio.

Result:

55 Meg DXF file created - when imported into Maxwell Studio, No materials – Saves as 22 Meg MXS file. I saved all of the TIF files associated with the materials as JPGs and created new MXMs (Maxwell materials) with them. I cannot get the leaf image to map onto the leaf polygons correctly. All of the leafs are a single object in Maxwell. I set the UV setting to Planer and adjusted the UV scale until a single leaf image fits on one leaf polygon but the image appears differently on each leaf polygon. Some are centered some are only half way on etc. My plan after this was to create a clip map of the leaf but if it won’t map to the leaf polygons correctly there is no point.

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I typically export out of xFrog to 3DS or OBJ and import it directly into Maxwell studio and then creat a material out of the textures xFrog created for you and apply it to the object. I group it into one object and save it as an MXS file to a library for use in as many scenes that I want. They look really good in my opinion, attached is a sample.

 

It is how I bring in 3D entourage of most kind, with metropoly people I would import the OBJ file and then make a material out of the textures provided and apply them to the mesh and save out as an MXS file to library to use over and over.

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Thanks for the help. The problem that I am having now is that the leaf texture is not consistently mapped on each leaf plane. What is frustrating about this is that when imported into 3DS Max, the textures are placed perfectly (Please see attached images). Any advice?

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I don't know what to tell you, it is obviously a UV mapping problem as Fran Stated. My only suggestion might be to set up the tree in Maxwell studio as I stated and try exporting out as OBJ and import that into Max and see if the problem still exist when you go back into Maxwell via Max. I personally hate the Projections (UV mapping) in Maxwell, when there is a problem it is very difficult to tweak them in Studio.

 

Sounds like a Maxwell to Max plugin problem, you didn't install Max 2008 did you? Never know and I had to ask. I am no Maxwell guru, it is just a tool I have in my tool box so to speak, mainly use it for SketchUp renders, so hopefully someone else that is more knowledgeable will chime in.

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  • 3 years later...

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