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Showing results for tags '3ds max'.
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Hello there, I'm a tad confused with what I'm doing, so I'll try to explain this best as possible. I made a small accessory, I've actually made a few but this is the first time I've ran into this issue. I'm aware from research the smallest size on each axis you can make a prim or mesh is 0.010 meters. However due to this, my model now appears stretched on the Y Axis as I can't change the size being at it's smallest already. My question is there a way to change the scaling within max to prevent the model from importing stretched? I have no idea why my previous models imported fine but
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- 3ds max
- importing mesh
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I cannot get UV map textures to load on my DAE correctly when importing into viewer. My process: 1st I tried to use the OpenCOLLADA file extension for 3Ds Max 2014, exported as DAE and imported into viewer. Mesh will upload, but textures are messed up. UV Map info not accepted. *See photos 2nd I tried FBX converter 2013. Saved as FBX and converted to OpenCOLLADA. Tried to import into viewer and I received a DAE parsing error. Can you please help me? Tools: 3Ds Max 2014 FBX Converter 2013
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Hey everyone, I'm an inspiring creator and I was wondering if you are or know of any experienced original mesh creators/riggers that are looking to enter a mutually beneficial business adventure.. Please let me know!
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Hello, i'm making a spotlight model for a building i uploaded yesterday. The building itself went flawless without errors, all LODs named correctly etc. But this one gives me some strange behavior. Some info (3 seperated parts, 2 of them will be copied in-game for more spotlights on the rails) 3DS Max: Default mesh: LOD2: Names: Materials: All looks fine here, LOD has same number of materials, just different polycount. I only did 1 LOD for this example because the error happens on the first LOD already. Secondlife: Error: Material of model is not a subset o