Max to Hypershot Workflow

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Max to Hypershot Workflow

Post by nomeradona on Wed Oct 15, 2008 6:54 am

MIght be interested

Max checklist
Make sure these things are completed prior to exporting OBJ
1. Attach all objects with the same material
2. Apply all transforms to object parts if needed
3. Assign unique material ID's to each object
(This means each material has to have a unique name)
4. Assign texture maps
5. Apply smoothing groups or Subdivision where necessary
6. Make sure the bottom on the object is snapped to the buttom ground plane, Z-axis in user view.
7. Copy texture maps to your obj directory location.
(This should be done manually)
8. Establish texture coordinates for textured and General Bunkspeed
shaders

Exporting OBJ with MTL file.

Group and materials options:


Group by: object
Turn on "Use materials"
Turn on "Create Material Library"


Geometry options:


Turn off "Rotate Model"
Face: Quads
Turn on "Texture Coordinates"
Turn on "normals"
Turn on "smoothing groups"
Vertex scale:1.0


File options:
Number of Digits:6
Turn off ;compress numbers"
Turn off "relative vertex numbers"

Press OK

MTL export
Source:


Turn on Scene materials
Turn off "Material library"


File options:


# of Digits:1
Turn of "compress numbers"



Press OK

Import to hypershot.

nomeradona
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Re: Max to Hypershot Workflow

Post by ERICK on Wed Oct 15, 2008 7:13 am

wow.. mukhang bihasang bihasa ka na sa hypershot ha... congrats

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Re: Max to Hypershot Workflow

Post by wheay on Tue Nov 18, 2008 3:10 am

wow! thanks dito. pag aaralan ko palang ang pag gamit ng hypershot eh. sayo ko nga nalaman to. mukang mas madali at mas mabilis mag render ang mga 3d. thanks.

wheay
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Re: Max to Hypershot Workflow

Post by nomeradona on Fri Nov 21, 2008 6:23 am

yes whey will be easy to you///

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Re: Max to Hypershot Workflow

Post by Butz_Arki on Tue Dec 02, 2008 6:01 am

gling mo tlga pre...masterripic

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