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    3ds max question

    Hi to all,

    I would just like to know...

    What's the measuring unit used in UDK? (So that I can adapt it in 3ds max :-))
    What's the maximum size (polygon wise) for importing a scene in UDK?
    When importing a scene in UDK, are there any restrictions or stuff to watch for?

    If there documentation on this, could you please point me to it? ;-)

    thank you

    #2
    The default unit scale is 1uu = 2cm.
    What do you mean exactly when you say importing a scene?

    Comment


      #3
      Originally posted by maparizeau View Post
      Hi to all,

      I would just like to know...

      What's the measuring unit used in UDK? (So that I can adapt it in 3ds max :-))
      Open 3Ds Max -> Customize -> Units Setup -> Generic Units. Than Right mouse click on snap toggle -> Home Grid:

      Grid spacing: 16
      Major Lines every Nth Grid Lines: 8
      Perspective View Grid Extent: As you wish

      This is 1:1 as in UDK. If you`ll create a box 128x128x128 and than export it to UDK - there it will be 128x128x128

      Comment


        #4
        Thanks you for your reply,

        What I mean by importing a scene, I mean that If I make my entire level in 3DS max and importing it in UDK, are there any thing that I have to be carful with. For exemple: Certains shapes of polygon are not accepted and thing like that.

        Also, I heard that it's better to creat your level (scenes) in 3DS max then in the UDK Editor because it's lighter. His there any truth to that?

        thanks again for the help guys.

        Comment


          #5
          I wouldn't recommend doing a whole level in 3ds max for collision reasons. It is probably better to break the level in to pieces and then reassemble it in the editor.

          Comment


            #6
            fritzmonkey

            thanks, I will take that into consideration.

            Comment


              #7
              Originally posted by fritzmonkey View Post
              I wouldn't recommend doing a whole level in 3ds max for collision reasons. It is probably better to break the level in to pieces and then reassemble it in the editor.
              You have to break it up!
              Tried and failed before to import the whole level..it's also a nightmare in terms of textures.

              What I found worked for me was to have the floors, roofs and walls serparate.
              Also if there's complex geometry on walls, or your level has multiple buildings or something..break them into smaller pieces!
              If you got your grid set up correct in Max it snaps perfectly in Unreal anyway..

              Comment


                #8
                Originally posted by zipstick View Post
                What I found worked for me was to have the floors, roofs and walls serparate.
                Also if there's complex geometry on walls, or your level has multiple buildings or something..break them into smaller pieces!
                If you got your grid set up correct in Max it snaps perfectly in Unreal anyway..
                How do you import static mesh from 3dsmax? I tryed in .ase but i dont see my mesh in the UDK editor.

                Thanks

                Comment


                  #9
                  Originally posted by raxell View Post
                  How do you import static mesh from 3dsmax? I tryed in .ase but i dont see my mesh in the UDK editor.

                  Thanks
                  Click the "import" button in the content browser.

                  Comment


                    #10
                    Originally posted by Xendance View Post
                    Click the "import" button in the content browser.
                    And how do you set the collision?

                    Comment


                      #11
                      You can either generate the collision in the static mesh editor or create the collision model in max. If you give the model a name stating with UCX_ it will be used as the collision model for that static mesh.

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