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Part
3:
Exporting
and
importing
Studio
Liddell
guides
us
through
the
techniques
involved in exporting your
model...
Part 4: Working in 3D
StudioMAX
After everything was modelled
and exported, Studio Liddell
worked in 3D Studio MAX to
both smooth misshaped edges
and add materials...
There are times when more complex shapes are required - with the
PlayStation it was the cables. To create these, the Spline Cubic
Bzier was used, working in top, side and front view to create the
middle and ends of the cable.
The spline is in three pieces that now need joining together. Using
the Point Snap, move one end of a spline to another spline. The
Point Snap matches the two points together.
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With imported meshes there are sometimes faces in the mesh that
have inverted normals - this creates holes in the mesh. One way to
solve this is to turn on the two-sided option in the material's rollout.
This doesn't change the inverted normals, but gives the impression that
the object is solid.
With imported meshes there are sometimes faces in the mesh that
have inverted normals - this creates holes in the mesh. One way to
solve this is to turn on the two-sided option in the material's rollout.
This doesn't change the inverted normals, but gives the impression that
the object is solid.
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After applying the new texture map to your object, a UVW map
modifier needs to be applied to object. The UVW modifier enables
you to scale, position or rotate the texture.
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Rendering a sample of the scene when textures and lights are set
up enables you to see how it is progressing. This also means that
you can refine the scene until you are totally happy with it.
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