View Full Version : Owl (Max Smoothing Group Problems)
10 October 2005, 06:18 AM
I hope this is the right place to post this. I've modeled a little 500 poly owl in 3DS Max 7. I added some smoothing groups to him (70 threshold) and was rather pleased with the way he turned out.
However, when I exported him as a .3ds model and then imported him back into Max, his smoothing groups are all messed up. I have no idea how to fix this, so any advice would be much appreciated.
The first image is how he looked before exporting, the second is after exporting.
Thanks a lot.
10 October 2005, 08:19 AM
well, if you were using an editable poly and imported it, it will change into a mesh when it imports. If you were putting the owl in a new scene i would reccomend just using the merge and do it that way and it will keep everything just the way you want. Unless you were putting the 3ds into an older version of max. If that's the case then you'll probably have to re-do the smoothing groups. but if you just wanted to put the owl in a new scene in the same version of max then I would just merge the two files and select just the owl when it gives you the option and that should work just fine.
10 October 2005, 08:55 AM
If your vert count seems high than before you import the .3ds.....
It sounds like a problem I ran into A LOT while modding for an older game. I would make my models in MAX, export out as a .3ds, and imoprt that into GMAX for game use. Nearly everytime. I had to select all the verts of an object, one object at a time. Then do a "merge vert" by a low number (i use .0001). This merges only the verts that directly on top of other verts. You may or may not have to redo smoothing groups.
10 October 2005, 07:03 PM
hey, perma, the merge vert thing did work for me(I just tried it out) it had my smoothing groups after the verts were no longer broken. I don't know why didn't think of trying it but it makes sense. So I guess do the merge vert thing out or try just merging the files.
10 October 2005, 09:42 PM
this actually happens pretty much damn near every time you import a .3ds i think. If i remember right when i was havin this problem someone said it had somethin to do with the fact that it can't understand having 2 verts of the same id in the uv's so it splits the edge to create 2 physical verts. not sure if this is true or not, but it made sense when i was told that was what was happening. and yea if you just grab every vert on the object and do a like .001 weld it'll fix the split edges, because it's not moving the verts around at all just splittin em.
10 October 2005, 01:23 PM
Ha, that worked! Thanks a lot for everybody's advice.
Does anybody know if it is only Max that messes up the smoothing groups of an imported .3ds model?
You see, I modeled this for use with the '3DCakewalk Game Development Kit' (http://www.3dcakewalk.com/) and the person I modeled it for is going to texture it himself. I'm just a bit worried that the model might appear 'unsmoothed' when it's imported into the game engine itself, but if it's only Max that does this with .3ds models, then hopefully there won't be a problem.
Thanks again for all your help.
10 October 2005, 01:23 PM
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