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timelapse of modeling an insect like thing

August 22nd, 2007 by tom

recorded a small modeling session in 3ds max, creating an insect. original time was 22 minutes.
the whole thing is basically done using the box modeling method, just using the tools extrude / bevel / quick slice.

Filed under 3d, 3dsmax having 1 Comment »

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import sketchup to 3ds max

August 19th, 2007 by tom

there is that wonderful xml format digital assets exchange (.dae) format called collada.
google earth models (.kmz) contain the mesh information as a dae file.

this also works with the free version of sketchup!

what you have to do is get that .dae file out of the .kmz and import it into 3ds max.
a kmz file is basicaly a zip file, which contains the model and textures and information on where on earth the model should be placed etc..

  1. export your sketchup scene as “3d model” - “google earth x (*.kmz)”
  2. find the file and rename it to “.zip”
  3. unzip the content of the file
  4. open max - choose “file” - “import” - choose “dae” file format, and open your file

perhaps max says something like:

    -Warning: Meter conversion factor is too small or invalid: 0.01

there is a way to change this:

open the .dae file in your favorite text-editor.

  • find the line:
    <unit name="centimeters" meter="0.01"/>
  • relpace “0.01″ with something bigger, like “1.00″
  • save the file
  • now you should be able to import the scene into 3ds max

i used 3ds max v9 for it and this collada importer , but there should be free collada importer for earler versions of max and nealry every other 3d tool like maya or blender etc…

Filed under howto, 3d, sketchup, 3dsmax having 9 Comments »

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how to use png textures with alpha channel in max

August 19th, 2007 by tom

you can use one png file as diffuse color map and transparency map at the same time. so you don’t need to create 2 files for this in 3ds max.

  1. create your transparent texture
  2. save as 24bit png file
  3. switch to max, open the material editorm choose an empty slot
  4. choose “maps”
  5. click the “none” button next to “diffuse color”
  6. select “bitmap” and choose your png file
  7. go back to the material editor (e.g. “03 - default”in the pulldown menu under the material slots)
  8. click the “none” button next to “opacity”
  9. select “bitmap” and choose the same png file
  10. switch “mono channel output” to “alpha” (in “bitmap parameters”)
Filed under 2d, howto, 3d, 3dsmax having 1 Comment »