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Showing results for tags '3ds max'.
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HI! So Im really new to SL, Iv tried several times to get going here but never did. I have the time now to serious get started so Id like to learn but its pretty overwhelming. I have experience modeling in Marvelous Designer and 3ds Max for IMVU. Iv been doing it for about 12 years now, so I don't need tutorials really on 3d modeling, just more on the SL side of things. Where to get started, what all these body shapes are, how to export and upload, the ins and outs of pricing, ,how to set up shop, etc. Are there any good tutorials yall can suggest, or even classes that are specific to clothing meshing and uploading?
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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 all my recent models are stretched. I apologise if I'm not making the most sense.
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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 of reference model. This happens due not the same amount of materials of the LOD, i get that. What i don't get is why the spotlight part of the LOD becomes a cube all of a sudden, we've seen the LOD mesh. I have no idea how to fix this. I've tried reopening 3DS max, restarting my computer, RE-making the LODS, Reset XForm but nothing seems to help. Sincerely. EDIT: This does not happen when i export without the Rails