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Found 11 results

  1. Hey all ok I got a 3 year legal license of 3ds max 2017. I also have the plug in manager and pim-x, also Ilive. Is this all I need or am I missing something.
  2. Hello folks! I have decided to advance into the unknown lands of asset creation, and everything has gone very well so far. But now I'm stuck when it comes to UV mapping. As I said in the title I'm using 3Ds Max. I've mapped the model, created a texture and even got to the point where the model shows in the viewports with the textures applied. And that's what the problem is, the program seems to be acting completely backwards when it comes to mapping (or I am :P). I've watched some videos that show the exact procedure I have to follow to create a diffuse map in Max and import the models to CSL, which is the following: Starting Point: I have a model that has all parts collapsed into a single mesh. 1. Select the model and apply the "Unwrap UVW" Modifier. 2. Pick the "Unwrap UVW" sub-option "Polygon" and open the UV Editor 3. Pick "Mapping">"Flatten Mapping" and map the model parts to where they are supposed to be on the texture (I set the texture I had already done to be the background). 4. Close the UV Editor and choose "Render">"Render to Texture", configure the settings and render the texture to where the model file is saved. 5. This is where it never does what I expect it to do. In the 2 videos I watched you would now edit the texture you just output to how it's supposed to be in the end (in my case I just put the texture I prepared before over the one I got from rendering and overwrite the file). Then, in the videos, once you went back to your Max window the texture would be applied to the model with the changes you just made to the texture. For me that simply doesn't happen, and I have no idea why. I've tried it forwards and backwards, upside down, nothing happens. One time I got an error message saying a file was missing. That missing file was the exact same texture I just rendered to a folder. I then chose the option in the error window to browse for the image manually, did so and I think that was when I got my texture model to show up in Max. However, I tried to reproduce that from an older save but I couldn't. 6. After I got the textured model I proceded as the videos showed by going to "Utilities">"More">"UVW Remove" and clicking "Remove Materials". 7. Now I went ahead and tried to import the model into CSL. I loaded my model (with the texture .png file named like the model file with a "_d" attached to it and located in the "import" folder along with the .fbx file) in the asset editor and it shows up - not just without textures, the rotation being wrong (model on its side) and the overall scale being 10 times too small, but also strangely stretched out along the z axis, approximately factor 1.5 I'd say. Which is very odd because all the untextured models I imported before for testing purposes had the rotation-axis-thing and the general out-of-scale problem, but the proportions were right and I could easily fix both issues. It looked exactly as I wanted it, just without textures. Here are two screenshots I took. The first one is how my model appears in Max, in the second one you can see how weirdly it's squished in the asset editor. The third one is the texture map I use, 512x512, nothing special. Don't judge the textures, I know they still need some work! I don't know what's wrong and if it's my own fault, but I spent the whole day looking for solutions and can't find any. I'd really appreciate advice from someone who maybe knows a bit more about 3Ds Max than I do! Also feel free to tell me if you have any tips or comments on how I do things and how it could be done better
  3. Hi, I am wondering if there is advice for eager new BATers. Is it worth starting and trying to learn GMAX with the Maxis LE/PIM or would it be better just to start with 3ds Max and the PIMX? (Assuming one could get 3ds Max for free). I know the GMAX is somewhat more simpler, but it is also out dated, and I also know PIMX is considered a better version of LE/PIM. GMAX/BAT is also a bit of a pain to install since it isn't compatible with the Origin version, so maybe it's just easier to start with 3ds Max and PIMX. Any thoughts?
  4. Hey People, so recently i installed 3ds max 2013 because i couldn't find 2012 on the autodesk website! Anyways, whenever i create anything then i render it, the render is all blue. I'm having BATFORMAX v5. Please need help for this issue
  5. Check out what I'm working on right now at the end of this thread; my initial post continues below... -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hiya people! I've decided to bite the bullet and (re-start) my modeling efforts for Cities: Skylines. My last effort kinda faltered at not knowing how to have a decent enough workflow going, and real-life commitments being in the way. Still, as a pretty long-time SketchUp modeler, I really felt like I should pick up this hobby of mine again and apply it in-game. As you might be able to discern from the picture at the right, I quit in exasperation at the point where I had just figured out object instancing in 3ds Max (my intermediate software solution) and some kind of UV-mapping workflow Fixing up normals, efficiently doing multiple texture maps, and lods were still out of my grasp though. However, after putting a number of decent-sized (and seemingly popular) interchanges on my C:S workshop page (http://steamcommunity.com/id/koesj/myworkshopfiles/?appid=255710) I decided to really delve into getting a nice building done. And immediately bit off more than I can chew, because I wanted to do this one: 1000 de la Gauchetière in Montreal. Yeah. As a first building? Yikes! However, I came prepared with a ton of free time, and an urge to prove myself in this, so let me sum up the 10-day long process of trying to get this thing done with pictures and some descriptions I luuuurve Sketchup, too bad that it generally produces nasty models for games: By being really disciplined about your modeling, stuff can definitely get done right, though: Through instances, for... instance: So I started UV-ing: And filling up my texture atlas: Then After Dark came out, deadline missed , and my model still had some faults: I feel like I'm pretty much done with the geometry though, and a quick diffuse for a post-modern building like this one isn't that difficult either: Never mind specular and illumination, those pretty much build themselves. Still, I feel like I've still got some nasty challenges ahead of me. Somehow my instantiation messes up normal maps (even after resetting normals post-collapse in Max), and properly baking stuff into textures kinda eludes me at the moment - with my lod showing stupid mistakes all round. Also, my texture atlas is an inefficient mess, with lots of empty space and stupidly rotated elements (before I 'got' what normal maps are for). But... My first building! It's not yet done, but it could have been so much worse Footprint: 10x10 Height: 206m (I think the extra meter is either something going wrong with my crown, or at the building's base) Tris: 4575 Texture maps: 1024x1024 - 10cm surface detail resolution throughout the model. And yeah I'm kinda regretting this right now! To continue the discussion we were having in your thread, AJ3D... Yeah I'd already figured the baking into the diffuse channel out myself Re: SketchUp. To be fair, I've kept ngon creation to such a bare minimum that it has only affected me once throughout the entire building. I look out for tri interpolition throughout my modeling workflow by importing into Max and checking the polys there. And honestly, SketchUp is so intuitive to me (in years of mucking about) that I'd rather stick with it until I've fully figured the texturing side of Max out. Only afterwards comes the point at which I'd consider upping my modeling game by learning to do it in another program, since right now it's way ahead of all the rest of my skills. 3ds Max is of course the place where I already do my UV-ing mind you. Let me check up on the normal map situation because I'm tearing my hair out over it!
  6. NH Props V1

    Version 1

    316 Downloads

    Hello everybody! These are my props that I've been working on for the past months. It is a future theme. There are 14 props total, and 4 props has night lights. You can use them for your lots with Lot Editor. Also these props will very likely be dependencies for my other uploads. The Read-Me document is provided in the file. For any questions or comments, go to my BAT thread http://community.simtropolis.com/topic/58046-konstantins-creations/page-2#entry1518125 Thank you. That's all folks.
  7. Hi. I just found this tutorial on how to make the high luminance neon lights. Problem is the link provided doesn't work. Can somebody fix it?
  8. Version

    8,564 Downloads

    I darn42 and the CBT are proud to present The Jeweler's Building. Also known as 35 East Wacker, and formerly the Pure Oil and North American Life Insurance building is located at the intersection of Wabash and Wacker. Built in 1925 and completed in 1927 this art deco beauty has graced the skyline of Chicago for almost 90 years. Originally a high-tech building designed for jewelers, it featured a 23 story car-lift that would bring the jewelry merchants inside before they had to unload their precious cargo. Recently, it was designated a Chicago historical landmark and renovation has been taking place. The beautiful ornamentation on the facade is, thankfully, being maintained. Included in this file are a LM and a CO$$$ growable file. Stats are as follows. LM Pollution: Air:3 Water:3 Garbage:17 Pollution Radii: Air: 1 Water: 2 Garbage: 0 Power Consumed: 110 Water Consumed: 0 Flammability: 10 Max Fire Stage: 4 Lot Size: 4x4 Plop Cost: 168300 CO$$$ Jobs: CO$$: 4567 CO$$$: 3195 Pollution: Air:19 Water:19 Garbage:7 Radii: Air:6 Water:7 Garbage:0 Power Consumed: 128 Water Consumed: 1385 Flammability: 35 Max Stage: 4 Lot size: 4x4 Simfox's Day and Nite Mod is required for the night to be viewed properly. You can download that here. Enjoy
  9. Version

    749 Downloads

    I found these in my folders while cleaning my hdd. Feel free to use these in your BATs. They are SAT files, just import into 3ds max. Enjoy! THESE ARE NO FINISHED BATs OR LOTs! FOR MODELLING ONLY! ... but this is only the first part ...
  10. Version

    883 Downloads

    Here comes the second part of the streetlights! Feel free to use these in your BATs. They are SAT files, just import into 3ds max. Enjoy! THESE ARE NO FINISHED BATs OR LOTs! FOR MODELLING ONLY!
  11. Hi fellow colleagues. I know some of you use 3ds max to make buildings. I researched this program and I found an article which I am concerned. http://blenderartist...hp/t-16067.html In this article there appears that a virus/malicious program is packaged with 3ds max. It's called c-dilla. Full text from this site Do any of you friends have problems with this? Which versions of 3ds max is "c-dilla" packaged with? Where can I get clean version without this malicious program? Urgent advice needed! I do not want to download any bad programs.
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