3D Modeling
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Post moved to: viewtopic.php?f=51&t=6058
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AWESOME!!
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Here, let me Google that for you.
So Maya can import these formats: http://forums.cgsociety.org/archive/index.php/t-812296.html
Catia can export these (where it suggests 3ds max): http://www.3dcadforums.com/catia-forum/3167-what-formats-can-catia-export.html
Maya to UDK: http://cg.tutsplus.com/tutorials/autodesk-maya/maya-to-udk-importing-static-meshes-using-actorx-fbx/
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Here, let me Google that for you.
So Maya can import these formats: http://forums.cgsociety.org/archive/index.php/t-812296.html
Catia can export these (where it suggests 3ds max): http://www.3dcadforums.com/catia-forum/3167-what-formats-can-catia-export.html
Maya to UDK: http://cg.tutsplus.com/tutorials/autodesk-maya/maya-to-udk-importing-static-meshes-using-actorx-fbx/
Thank you for the reply mate. im currently looking in to it ^^. im learning how to work with vertexes and mesh at the moment. one step at a time :( i wanna make content NAO! :D
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Thank you for the reply mate. im currently looking in to it ^^. im learning how to work with vertexes and mesh at the moment. one step at a time :( i wanna make content NAO! :D
Can’t wait to see what you make, good luck!
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Excellent job! Keep it up :)
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I have now succesfully converted my Catia files (Stl seems to work best) but the mesh is all fidget up.
i can upload some pictures of how it looks tomorrow and maby someone out there got some answers or tips. the model itself seems to work to a default but its the texturing that will be insanely difficult when the mesh is all messy (to make the UV cuts) there might be another way to texture the models hopefully.Thanks for the interest guys :D
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Pure awesomness!
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I have now succesfully converted my Catia files (Stl seems to work best) but the mesh is all fidget up.
i can upload some pictures of how it looks tomorrow and maby someone out there got some answers or tips. the model itself seems to work to a default but its the texturing that will be insanely difficult when the mesh is all messy (to make the UV cuts) there might be another way to texture the models hopefully.Thanks for the interest guys :D
I’m not sure that I’m following what the issue is. Let’s see those pics.
You can also try the Autodesk Direct Connect tool. I think it comes with Maya (I vaguely remember it being an option during installation that I may have unchecked). http://usa.autodesk.com/alias/directconnect-data-transfer/
Direct Connect may be included in newer versions of Maya whereas it it might be a separate download for older versions as it appears to be the case with Maya 2011. http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=15012100&linkID=9242259
There’s also mentions of issues between Catia and Maya with some hotfixes available to download. Browse the links here and you’ll see what I mean. http://usa.autodesk.com/adsk/servlet/ps/dl/index?siteID=123112&id=2334435&linkID=9242259
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Converting solid or NURBS models to a polygonal form is very tricky and the end result is usually always messy. Yuo could try DXF format. Maya considers those as polygons and I’ve had the best luck with that format in certain cases. One possible solution would be to get a really dense model out from catia and using software like topogun to create the lowpolygon model. This way you could also generate normal maps by comparing the dense model to the (uv mapped) lowpoly model.
http://www.topogun.com/
You can also find alot of topogun videos from youtube.Edit: This actually gives me and idea. I did a 3D model of the Frostmourne sword a few years ago. If I manage to find the model and get them to work with the current software I could try converting it into a game asset.
Here is the final image of the sword.
http://i91.photobucket.com/albums/k312/ … _final.jpg
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1.Wow dat frostmourne!
2.Thanks everyone for the nice inputs! im gonna look into all of them and try to find a valid/best solution.
here are some pics of what my “messy” vertacies look like (or whatever you might call them)
http://i49.tinypic.com/2rgnxq0.png
http://i47.tinypic.com/ezo2z5.png
http://i48.tinypic.com/laamh.png
thanks for all the help guys <3
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What’s messy about them? They look fine… am I overlooking something?
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here are some pics of what my “messy” vertacies look like (or whatever you might call them)
You could try the command Set Normal Angle… and play around with the value. Something between 70-90 maybe. That might help atleast with some of the smoothing problems. If that doesn’t seem to do anything use the Set to Face command first. Atleast with FBX I have the problem that smoothing groups don’t work until I run Set to Face first. Both commands can be found in the Normals menu when the UI is set to Polygons mode.
Edit: you can also try running the Quadrangulate command from Mesh menu. This will make the model wireframe look much better if it ends up removing the correct edges. Techincally this won’t change anything in the model geometry since polygons are always rendered in Triangles on screen, but It’s easier to work with Quads.
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What’s messy about them? They look fine… am I overlooking something?
Since this is my first time doing this it might not be messy. to me it just feels like it, atleast the smoothing does not satisfy me compared to the normal model (flawless) and the exported verision has bits of dens here and there :)
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@MDK:
here are some pics of what my “messy” vertacies look like (or whatever you might call them)
You could try the command Set Normal Angle… and play around with the value. Something between 70-90 maybe. That might help atleast with some of the smoothing problems. If that doesn’t seem to do anything use the Set to Face command first. Atleast with FBX I have the problem that smoothing groups don’t work until I run Set to Face first. Both commands can be found in the Normals menu when the UI is set to Polygons mode.
Edit: you can also try running the Quadrangulate command from Mesh menu. This will make the model wireframe look much better if it ends up removing the correct edges. Techincally this won’t change anything in the model geometry since polygons are always rendered in Triangles on screen, but It’s easier to work with Quads.
I am gonna try this now :P i tried the conver tot faces thing yesterday on my own, but to no avail. It did not let me!
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What’s messy about them? They look fine… am I overlooking something?
Since this is my first time doing this it might not be messy. to me it just feels like it, atleast the smoothing does not satisfy me compared to the normal model (flawless) and the exported verision has bits of dens here and there :)
Sounds like maybe the smoothing groups didn’t export over cleanly. You can try resetting the smoothing groups in Maya.
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MDK you are a genius! i used both your suggestions and they rid 90% of the problems straight away, Quadrangulate= only around 10% of the wireframe is fudged up so this will help a ton when im learning the UV texture thingy :P
SetNormalAngles= The golden number was 55, it completly nulled out all the uneaveness in the model due to the “not fixed by the triangulate” wireframes!
Here are some pictures of the current state:
Smooth surfaces1: http://i47.tinypic.com/1htf68.png
Smooth surfaces1: http://i49.tinypic.com/1zclc8k.png
Neat Wireframe1: http://i47.tinypic.com/16953ys.png
Neat Wireframe1: http://i47.tinypic.com/j10ai8.png
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What’s messy about them? They look fine… am I overlooking something?
Since this is my first time doing this it might not be messy. to me it just feels like it, atleast the smoothing does not satisfy me compared to the normal model (flawless) and the exported verision has bits of dens here and there :)
Sounds like maybe the smoothing groups didn’t export over cleanly. You can try resetting the smoothing groups in Maya.
I still want to try your suggestion to see if the model becomes even better! or might be usefull on other future models that the current tweaks wont solve, one problem i cant seem to find the reset smooth group command ;P
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I still want to try your suggestion to see if the model becomes even better! or might be usefull on other future models that the current tweaks wont solve, one problem i cant seem to find the reset smooth group command ;P
It seems that Maya does not have “smoothing groups”. That is a 3ds Max concept.
Check this out. I think it basically says to do what MDK said to do: https://area.autodesk.com/forum/autodesk-maya/modeling/smoothing-groups/