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show user profile  Khorelis
I can't add images to this post or I would. Hopefully it will let me put in links to the images in the post. I have examples of what I'm trying to describe, but it's hard without being able to show them. Anyway I will try to describe it the best way I can just in case.

I have a model that I've created in 3DS Max 2012 which resembles a large rectangle ancient tablet. I have got a portion of an Ankh placed in the tablet. Everything renders fine in 3DS, but after exporting it to .ASE with Geometry, Shapes, Mesh Definition, and Materials, with options Mesh Normals and Mapping Coordinates checked as well, any part of the model after importing it into UDK that has edges (and part of the turbosmooth) is completely missing. I have tried flipping normals within 3DS and exporting it but still the same result. Hopefully these links will give some insight on what I'm trying to describe.

3DS Render:

UDK Import Front:
UDK Import Back:

If anyone has had any similar issues like this before or can answer or point me in the direction of fixing this issue I would be extremely grateful. I have been stuck on this for quite some time and it's forcing me to halt development.

Thanks ahead of time...
read 1262 times
7/17/2012 6:40:37 AM (last edit: 7/17/2012 6:42:09 AM)
show user profile  Khorelis
Hey! Sweet! It popped up the pics, very helpful!
read 1260 times
7/17/2012 6:41:13 AM (last edit: 7/17/2012 6:41:13 AM)
show user profile  Khorelis
bump! :D
read 1230 times
7/17/2012 3:17:42 PM (last edit: 7/17/2012 3:17:42 PM)
show user profile  K-tonne
did you collapse the stack before exporting?

Website and Portfolio

read 1221 times
7/17/2012 3:32:25 PM (last edit: 7/17/2012 3:32:25 PM)
show user profile  LionDebt
Yeah, I was writing a reply to you earlier but then had to pop out.

UDK doesn't know what a "Turbosmooth" modifier is. So, in max you need to collapse it into the Edit Poly, so that the actual vertices are created, exported and recognised by the UDK.
read 1208 times
7/17/2012 3:51:38 PM (last edit: 7/17/2012 3:51:38 PM)
show user profile  Khorelis
Ah, I wasn't aware that UDK didn't support turbosmooth modifier but yes, the stack is collapsed. Only "Edit Poly" shows up in the modifier stack, which is why I'm so confused.
read 1205 times
7/17/2012 4:02:45 PM (last edit: 7/17/2012 4:02:45 PM)
show user profile  Khorelis
Here is another example of a tufted cushion with buttons that I made while watching a youtube tutorial just to do everything exactly like they did and try to export to see if something I did was causing this problem and I have the same issue with the cushion:

3DS Cushion Wireframe:
3DS Cushion Render:
UDK Cushion Import:

Seriously frustrating!!! lol
read 1203 times
7/17/2012 4:09:44 PM (last edit: 7/17/2012 4:09:44 PM)
show user profile  Dave
It's been a while and a half since I've used UDK... but can I just say:

That is a weird error.

Could it be scale related? It doesn't seem to like the higher density areas and I've gotta be thinking that something has gone screwy on the export.

"I flew over Egypt once"

read 1193 times
7/17/2012 4:35:42 PM (last edit: 7/17/2012 4:35:42 PM)
show user profile  Khorelis
it could quite possibly be scale related, I hadn't thought of that.. The cushion I can understand being a scaling error because I made it using normal US scaling measurements 3x3x0.5 feet. I don't think I did that with the tablet though, so if that is the issue with the cushion, then it wouldn't be related to the tablet as well. Let me try to scale these models up considerably and see if that fixes the problem.
read 1188 times
7/17/2012 4:49:56 PM (last edit: 7/17/2012 4:49:56 PM)
show user profile  Khorelis
Genius. Scaling was the problem. As Dave mentioned the higher density areas were not properly rendering within UDK because the scale was way too small. I raised the scale considerably.. at least 100x of it's original size and it seems to come out fairly good except some minor touch-ups needing to be done around the outside edges.

Thanks a ton! My question is though, how do you make smaller models to use in UDK if this problem persists due to scaling? What if I wanted to make something like a very small sewing needle? would half or all of it be missing because it's too small to render the density properly? Lol
read 1185 times
7/17/2012 4:59:19 PM (last edit: 7/17/2012 4:59:19 PM)
show user profile  Khorelis
I guess the better question to ask would be: Is there a way to set up the scaling within 3DS Max to match the scaling in UDK? That way I don't have to make everything extremely huge (scale wise) in 3DS and have to scale it down or adjust the scaling within UDK after import.
read 1172 times
7/17/2012 5:33:56 PM (last edit: 7/17/2012 5:33:56 PM)
show user profile  LionDebt
Not really, but building all your assets to the default 'UDK' scale tends to be the line of approach most people take.

128 UDK units = 8 feet = 243.8cm
96 UDK units = 6 feet = 182.9cm (incidentally, this is the height of an Unreal Character)
16 UDK units = 1 foot = 30.5cm
1 UU = 2cm (or 2.1cm if you're going to be pedantic)
read 1168 times
7/17/2012 5:48:58 PM (last edit: 7/17/2012 5:48:58 PM)
show user profile  Khorelis
alright, cool. Thanks! That should be pretty helpful later on.

Thanks to all who responded, I appreciate it. Have to say this is probably the best forum for help with 3DS Max, any others I've posted on have yielded little to no responses and the ones I did get weren't very helpful, lol.
read 1165 times
7/17/2012 6:05:59 PM (last edit: 7/17/2012 6:05:59 PM)
show user profile  LionDebt
Well, welcome to MaxForums :)

We're a small community but lots of talented and very helpful people from around the world.

read 1161 times
7/17/2012 6:07:15 PM (last edit: 7/17/2012 6:07:15 PM)
show user profile  Khorelis
So I've noticed. I will be sure to stick around. I'm sure there are some things I can lend a hand with as well. I'm not extremely knowledgeable in all of this stuff yet but am going through a game design bachelor's course, which is why I'm trying to get the jump on using all of these engines and software packages way ahead of schedule. :P
read 1158 times
7/17/2012 6:27:00 PM (last edit: 7/17/2012 6:27:00 PM)
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