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3DS Max
Ricco_Broeck
Posted on 10-11-2008 15:51
Under 23
Posts: 61
Joined: 31-07-2008
PCM$: 200.00
I have made alot of new things to show, this car here is maybe not the best piece which I and me friend have made, but i will gladly have some comments on it.
The colour is rather boring i think myself so.
https://bildr.no/v...
Smoothie
Posted on 10-11-2008 16:02
Team Leader
Posts: 6622
Joined: 04-02-2007
PCM$: 300.00
Looks great. Also did you know that PCM wont allow transparent textures. E.g Glass.
Jape
Posted on 10-11-2008 16:16
Neo-Pro
Posts: 277
Joined: 12-06-2007
PCM$: 200.00
Also keep in mind that youll have to keep the polycount as low as possible, the last car looks great but has way too many polys to be used in game without having a drastic performance hit. There are modifiers that will do that for you. As for the colour ingame, i think (but not sure, been a while since i last did some nif experiments) youll need to set the colors in the nif itself (vertex colour maybe). I dont think the 3dsmax textures are imported to the nif directly (but again im not sure).
Ricco_Broeck
Posted on 10-11-2008 16:37
Under 23
Posts: 61
Joined: 31-07-2008
PCM$: 200.00
What is the upper limit in how many polys you can have, for PCM 2008 not to have a drasticaly performance hit, Jape??
Jape
Posted on 10-11-2008 16:52
Neo-Pro
Posts: 277
Joined: 12-06-2007
PCM$: 200.00
That's hard to say, but there is an easy way to reduce them, under modifiers -> choose optimize. there you can fiddle with some parameters and youll see a before and after polycount. You should reduce them as much as possible while trying to keep a balance between the polycount reduction and te resulting model. You should really sign up at PPDB and ask Miya this stuff, im sure he'll be glad to help and he knows all the ins and outs of 3dsmax and importing it to PCM. I know my way around 3dsmax pretty good (i've done architectural visualisations in the past) but when it comes to importing this stuff in PCM im just a noob .
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