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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »3ds max 2011 question

Author Topic: 3ds max 2011 question (4 messages, Page 1 of 1)
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IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Jan 19, 2011 10:54 PM    Msg. 1 of 4       
Hey guys, I have 3DS Max 2011, and I've heard that brings up problems with Halo models.
Anyone wanna tell me more specifically what problems it causes, and if there's any way to deal with them?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jan 19, 2011 11:23 PM    Msg. 2 of 4       
umm, you would have to use bluestreak and the gbxmodel importer v1


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Jan 19, 2011 11:29 PM    Msg. 3 of 4       
Well like Maniac said you'd need to use Bluestreak and from my experience with that exporter, it is unreliable. It seems to create errors out of nowhere, like literally I made a cube, exported it, and it told me I had 12 open edges. There were even a few times when it flipped 90% of my level inside out, and I had to go in and find all the flipped parts and un-flip them :V. However I do use Bluestreak for exporting bipeds since I cannot, for whatever reason, get them to export with Blitzkreig.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jan 19, 2011 11:34 PM    Msg. 4 of 4       
what i do is this.
i use 3ds max 8 to build my geometry, send it to max 2011 for uvws (because i can use textools script) save the uvws as .uvws . then apply the uvws in max 8 and export. also i use max 2011 to zbrush for stuff, then just apply it in max8.

 

 
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