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  #31  
Old 12-05-2012, 05:29 PM
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Quote:
Originally Posted by Boof69 View Post
A new guy would be at an advantage using Max. That's a fact Jack!
Now you're sounding a lot like a guy who sounds just like me!!
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  #32  
Old 12-05-2012, 05:44 PM
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Of all the trial versions I've tested I liked Deep Exploration 6.5 the most. Good clear overview of things.
But 3DS Max (2012 & older) does have the kex plugin, so perhaps the best starting point.

What is wrong with the Normal maps plugin for Photoshop?

Last edited by Puzom; 12-05-2012 at 05:52 PM.
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  #33  
Old 12-05-2012, 05:51 PM
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It is not as powerful and precise as GIMPs plugin.
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  #34  
Old 12-05-2012, 05:55 PM
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Even the latest version?
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  #35  
Old 12-05-2012, 06:10 PM
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If the nvidia plugin is not good enough, have a look at nDo or nDo2.

Last edited by Puzom; 12-05-2012 at 06:18 PM.
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  #36  
Old 12-05-2012, 06:10 PM
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I don't know what version the nvidia plugin is up to but GIMPs plugin has several algorithms to choose from. It just performs better.
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  #37  
Old 12-05-2012, 06:11 PM
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If the nvidia plugin is not good enough, have a look at nDO or nDO2.
No need I'm happy with GIMPs plugin.
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  #38  
Old 12-05-2012, 06:13 PM
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I think the student license for 3dsmax is only good for 36 months?
I think Autodesk is going to find that we are all a bunch of slow learners!!
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  #39  
Old 12-05-2012, 06:15 PM
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OK, but perhaps this one will make you happier
One less tool to use and tutorial shots do look good.

For me the results are better with nDo.

Last edited by Puzom; 12-05-2012 at 06:39 PM.
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  #40  
Old 12-05-2012, 06:42 PM
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I have spent hours mending models for others who do feel there are headaches, but then again you knew that.
Those were most likely due to modeling errors made by the person making the model and not due to software compatiblility. From someone who has be moving things back and forth between Wings and Max since 2005, there are no compatibility problems between the two. As with any complex program if you are learning and don't know what you are doing, you are more likely to run into "issues".
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  #41  
Old 12-05-2012, 06:46 PM
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Did'nt you do a model from Rhino as well Doug?
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  #42  
Old 12-05-2012, 07:37 PM
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Quote:
Originally Posted by dhk79 View Post
Those were most likely due to modeling errors made by the person making the model and not due to software compatibility. From someone who has be moving things back and forth between Wings and Max since 2005, there are no compatibility problems between the two. As with any complex program if you are learning and don't know what you are doing, you are more likely to run into "issues".
Well the errors I seen couldn't have been made by the modelers. Holes, broken verts, and even doubled geometry in one case. Jeff has said that one of the issues comes from mapping in wings. The model will be broken into pieces corresponding to the mapped clusters. If you have to map in max to avoid the issue then that is yet another thing that you need to do in max. Lately I've helped with material issues too. A material copy for every object that has that material. Resulting in a full material editor. If you need to name, set pivots, parent, map and reapply materials in Max to make it work then all you doing in wings is the modeling. I guess I just don't see the point. Sorry.
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  #43  
Old 12-05-2012, 08:01 PM
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The issue I mentioned of mapping breaking geometry is a limitation of the .3ds file format. It's not a limitation of Wings. To illustrate that, look at the 3ds2kex converter. You'll see seams at every map edge. They are unavoidable. That's one reason I use the .obj format.

Material copies for every object using the material is not an issue for me either. I simply unchecked that export option many models ago. Hasn't been an issue for me since.

Another good part of the .obj file format is that materials come in already assigned to the proper parts.

Scott, you have been helping people who just aren't familiar enough with Wings, and you're assuming Wings is the issue. It's not the issue at all. User inexperience is the issue.
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  #44  
Old 12-05-2012, 08:09 PM
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Nope. I never blamed Wings. I blamed the export formats. Neither obj or 3ds do a perfect job of things. If you work in max only you avoid the need to export anything. You need to set smoothing groups in Max now as a way of fixing the issue right?
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  #45  
Old 12-05-2012, 09:54 PM
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Once again,
THERE ARE NO HURDLES BUILDING MODELS IN WINGS!!!

Quote:
Originally Posted by MaxBoy
Neither obj or 3ds do a perfect job of things.
I disagree. Show me a flaw in one of my later models that has a problem due to the export/import process. There aren't any!! Oh, there's flaws in my models alright, but not due to that.

It's a very simple process to export an .obj from Wings, and import an .obj in Max, WITH NO ISSUES. If that's someone's hurdle or headache, then I don't know how they'd ever set pivots, NUP values, create geometry get geometry relations correct, etc. I'd say exporting/importing would come in about 97th or 98th in a list of the 100 biggest difficulties in modeling for Real Flight.

Quote:
Originally Posted by WingsWannaBe
You need to set smoothing groups in Max now as a way of fixing the issue right?
Negative. I set smoothing groups in Max so I don't get shading issues in Real Flight. Why do you set smoothing groups?

Again, I am not advocating Wings 3D for new modelers. I'm just trying to clear up a few lies and misinformation. That's my specialty!!
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