D
Deleted member 1281
Guest
Hi guys, this is a continuation of my earlier "Max 2011 any use?" thread. With thanks again for the tips voiced there and then.
So, have finally taken the plunge, got Max 2011, got the 32-bit version installed and running, and got some means of data exchange gmax <-> Max going, i.e., create something in gmax, compile a mdl, let Arno's ModelConverter create a .3ds, load that into Max, do something there, save that as .3ds, import that back into gmax. This seems to work, theoretically, at least, with some considerable loss of information (smoothing, texture settings etc) along the way.
See the wheel that I have loaded into Max along this route. What I am interested in is the Render to Texture feature in Max aka texture baking. The wheel is fairly detailed, with rims and spokes and hub segments etc. all modelled in 3d, so my hope is to generate some shadows and highlights to make it look less flat, and bake a ready-to-use texture from it. So I have positioned some lights and set up the Render to Texture window, and right enough I get a Targa file with the rendered wheel in the right place. Except, as you can see, the rendering is much inferior to what one can see in the Left window. That shouldn't be the case should it? I mean I'd be better off with a screenshot of the Left window, wouldn't I?
I am using the standard scanline renderer for the time being, but using the "mental ray" option doesn't seem to produce any better result.
Any ideas of what can be tweaked or corrected here? FYI, I have copied the whole of the Render Window settings.
And are there any good texture baking tutorials that you could recommend?
So, have finally taken the plunge, got Max 2011, got the 32-bit version installed and running, and got some means of data exchange gmax <-> Max going, i.e., create something in gmax, compile a mdl, let Arno's ModelConverter create a .3ds, load that into Max, do something there, save that as .3ds, import that back into gmax. This seems to work, theoretically, at least, with some considerable loss of information (smoothing, texture settings etc) along the way.
See the wheel that I have loaded into Max along this route. What I am interested in is the Render to Texture feature in Max aka texture baking. The wheel is fairly detailed, with rims and spokes and hub segments etc. all modelled in 3d, so my hope is to generate some shadows and highlights to make it look less flat, and bake a ready-to-use texture from it. So I have positioned some lights and set up the Render to Texture window, and right enough I get a Targa file with the rendered wheel in the right place. Except, as you can see, the rendering is much inferior to what one can see in the Left window. That shouldn't be the case should it? I mean I'd be better off with a screenshot of the Left window, wouldn't I?
I am using the standard scanline renderer for the time being, but using the "mental ray" option doesn't seem to produce any better result.
Any ideas of what can be tweaked or corrected here? FYI, I have copied the whole of the Render Window settings.
And are there any good texture baking tutorials that you could recommend?
Last edited by a moderator:

