has anybody got a tutorial for sDs Max 7, i'm a newbie and want to help moddelling aswell as providing historical research
thanks in advance,
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has anybody got a tutorial for sDs Max 7, i'm a newbie and want to help moddelling aswell as providing historical research
thanks in advance,
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When I was a child
I caught a fleeting glimpse
Out of the corner of my eye.
I turned to look but it was gone
I cannot put my finger on it now
The child is grown,
The dream is gone.
I have become comfortably numb...
Proud Supporter of the Gahzette
As not a Guide, Tutorial or Tool moved to the General forum. Please refer to the Welcome to the modding forums! thread. ian of smeg16 check your PMs.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
Cool modders help each other out
Well look at the tutorials that come with it because they are easily the best, more good ones here though
http://www.pixel2life.com/tutorials/..._Max/Modeling/
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Sundjata
3DS Max is a highly complex, high end professional modelling tool....it will take more than just a few forum posts to teach you how to use it.
It's not too bad if you have previous 3D experience and understand the terminology. If you don't:
1) RTFM......
2) Use google to find dedicated 3DS Max tutorial sites
3) Buy a good book
The manual is comprehensive and details everything you will need to know
Google will help you understand the terminology. If you don't follow what they mean by vertices, faces, UV maps, polygons, splines, skeletons, modifiers and such like, then the manual just won't make all that much sense. A degree of basic 3D underdstanding is assumed.
I paid £50 for a VERY comprehensive 3DS Max book, complete with video tutorials on a disc. It was very useful, though, in truth, for work like this, you will only use a tiny fraction of the softwares capabilities.
Personally, I found Max to be a major pain in the proverbial, but easy enough to pick up. Mind you.... I had 4 years experince using Lightwave, and had been modding and modelling for games for a couple more than that...
I posted a thread a while back about 'learning Max' since threads like this one are very common. People 'obtain' a copy of Max and then want to dive right in and make new units for RTW..... do not underestimate the effort.....
Careless Orc Costs Lives!
Hi i guess this have nothing to do with anything really, but have anyone used Blender? It's freeware and a very powerfull 3d modelling program. I have used it but I am also a real newbie in it.
Anyway, if anybody have used it, do you think it could fit for modelling RTW units? I'm thinking on making a .cas-importer/exporter python script but won't start with the project if it's pointless. For instance, mapping uvw or weighting vertices.
As far as I know, Blender should have all the necessary abilities. I am pretty sure it supports skeletal animation. Any worthwhile modeller would support UV mapping as well. Don't worry too much about vertex weighting... the RTW models don't require 'true' vertex weighting. Each vertex can only be influenced by a single bone.
When it comes to making a CAS import/ export, I am sure there are plenty of people out there who would welcome a non-max tool.
Careless Orc Costs Lives!
Vercingetorix was talking about making one for a programme called Milkshape, so there's probably nothing _too_ special about max - it's just the only one we have the convertor for.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
Cool modders use show_err
Cool modders use the tutorials database
Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
Cool modders help each other out
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