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Macko-San
02-23-2006, 03:02 PM
Have guys exported any modo modells to 3dsmax and how good does it work?
Do the mesh look the same in max or is it only triangels?

pappuftp
02-23-2006, 05:34 PM
export to OBJ

Mattoo
02-24-2006, 12:01 AM
It largely depends on how well MAX supports OBJ these says. Last time I used Max it was only via a third party freeware plugin - this was a while ago, thankfuly.

Modo will spit out OBJs with UV maps that look identical once brought into Maya and Lightwave - N-gons, quads, triangles. The scale is even correct and will deal with layers too.

Todoporron
02-24-2006, 02:40 PM
Hi, Macko San.

I work pretty well when modelling in Modo and then animating - rendering in 3ds Max. I usually use the following steps:
1. When I consider that my model is finished, I save it in modo LWO format.
2. Then, I freeze the model: Geometry -> create -> Frezze.
3. Select file -> export as... OBJ. Then close modo.

Then in max:
4. Import OBJ. Use materials applied in modo (recomended). Be aware of the scale of the mesh, normally it has to be adjusted by 1000% or 10000%.
5. After max imports model, apply a Smooth modifier with "Auto smooth" option checked.
6. Adjust materials, set lights, Render/animate, etc.

I hope my first post in CG can help you.

Macko-San
02-27-2006, 11:03 AM
Thanks for the help everyone. You´ve been very helpfull. =)

Modelling organic stuff in Max seem like a pain, so maybe this could be a solution.

Dario D.
03-01-2006, 09:11 AM
Possibly, yeah (I know Modo is very good for modeling), but so far I've been nothing but happy with Max's Editable Poly.

I've seen more than a few videos showing how convenient it is to model with Modo, but I've never seen it applied to make something grand or that would otherwise take much longer to do in Max.

(basically I'm on the look-out for Modo videos that showcase the power that I need, as opposed to covenience. If there are any, I would really like to look at them, because I am interested in getting Modo into my workflow)

Vassago
03-28-2006, 11:09 PM
If you're using Max8, it natively supports OBJ now, and rather well. I've exported Modo files as OBJ and they opened squeaky clean in Max8.

Nii
05-03-2006, 05:43 AM
Sorry to dig up an old thread but this specific information is not known to me when I searched for it.

What happens to the mesh when you freeze it? Does it add more geometry or something? I would test it myself but I'm currently away from my copy of Modo -_-

Does .obj format contain edge weight data? Can I just export from Modo, import in Max, turbo smooth, and would I have all the sharp edges that I would normally see in Modo as well?

Thanks in advance,

-Nii

Caine607
05-03-2006, 06:32 AM
Sorry to chime in but, I'm new to Max and haven't quite figured out importing morphs. I know I have to export multiple obj's from modo...

...but what then?

Caine607
05-03-2006, 06:35 AM
Oh and freezing will sub-divide the mesh, turning it into a poly object, so u won' even need turbo smooth.

Nii
05-03-2006, 06:54 AM
Ah. But wouldn't subdividing it to a point where the weighted edges are correctly displayed involve a massive amount subdivision?

Now to help you in return, after exporting several different .objs as morph targets, you need to apply the morpher modifier to one of them (this will be your main mesh that morphs into the other ones) then set the other meshes to a morph channel each.

Caine607
05-03-2006, 10:02 AM
Thanks, and yep it would, thats why I don't work with edge weights. Not supported enough. But aside from that Max 7 imports obj's cleanly enough I guess.

Nii
05-10-2006, 07:47 AM
So what formats supported by 3ds Max DO support edge weights? LWO is not supported in 3ds Max as far as I know. FBX?

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