Max to Hypershot Workflow
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Max to Hypershot Workflow
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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.
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- SketchUp Guru

- Number of posts: 7207
Age: 43
Location: HCMC Vietnam
Registration date: 23/09/2008

Re: Max to Hypershot Workflow
wow.. mukhang bihasang bihasa ka na sa hypershot ha... congrats

ERICK- CGP Dark Horse

- Number of posts: 3791
Age: 31
Location: Makati, Philippines
Registration date: 19/09/2008

Re: Max to Hypershot Workflow
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- CGP Apprentice

- Number of posts: 217
Age: 26
Location: Philippines
Registration date: 18/11/2008

Re: Max to Hypershot Workflow
yes whey will be easy to you///

nomeradona- SketchUp Guru

- Number of posts: 7207
Age: 43
Location: HCMC Vietnam
Registration date: 23/09/2008

Re: Max to Hypershot Workflow
gling mo tlga pre...masterripic

Butz_Arki- Superbeast

- Number of posts: 4040
Age: 30
Location: Guinea Ecuatorial,United States of Africa
Registration date: 19/09/2008

Similar topics» Max to Hypershot Workflow
» Various Hypershot Tutorial Videos
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» Restu ( UPDATED1 with brief Workflow, Settings, Material and etc. )
» Various Hypershot Tutorial Videos
» Hypershot Tips and tricks
» UPDATE:Revisiting Hypershot rendering engine
» Restu ( UPDATED1 with brief Workflow, Settings, Material and etc. )
:: Tutorials :: Other Tutorials
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