How to export a .obj, .awd or .3ds file properly from a .max file?

Software: Away3D 4.x

Ankur, Jr. Member
Posted: 10 January 2013 07:36 PM   Total Posts: 43

I have this model in 3ds max (I downloaded it).
I
want to use that model in flash using away3d. I was trying to convert the model into an away3d compatible format like .awd or .obj.

But I kept getting no models at all, or untextured models whenever I exported to .awd or .obj. I even tried Prefab but there it shows a chess checkboard texture.

So I would appreciate it if somebody could take the given .max file and convert it to .awd or .obj or .3ds for me. I just want to see if it is even possible.

Here it is -Here is the model in .max

If you guys can do it, then I am probably doing something wrong.

Thanks

   

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Fabrice Closier, Administrator
Posted: 10 January 2013 09:57 PM   Total Posts: 1265   [ # 1 ]

Are the dependencies (maps) in jpg /png format? What does the log says?

 

   

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loth, Sr. Member
Posted: 10 January 2013 11:35 PM   Total Posts: 236   [ # 2 ]

big big probleme
map have to be power of 2 (map is *1200 need to be *1024)
but is another error what do you use for modelise this ! uv is nightmare
awd don’t work sorry

 

   

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loth, Sr. Member
Posted: 10 January 2013 11:58 PM   Total Posts: 236   [ # 3 ]

is your steps not possible to export thing like that other mesh is good

 

   

Ankur, Jr. Member
Posted: 11 January 2013 07:33 PM   Total Posts: 43   [ # 4 ]

I tried to export another model into .awd and in the settings panel, I unchecked embed textures, and I unchecked embed texture uv cordinates.

But I still get this error, look at the image attachment below.

I cant even get to export a non textured model successfully.

I did not understand what you suggested loth?
I do not know how to solve it so please help. Thanks

The model I am using can be Download here

 

   

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loth, Sr. Member
Posted: 11 January 2013 10:06 PM   Total Posts: 236   [ # 5 ]

uv of steps is not good
how do you think away3d understands this

 

   

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loth, Sr. Member
Posted: 11 January 2013 10:13 PM   Total Posts: 236   [ # 6 ]

you have to rebuild uv map
hudg work on this complex model
i sugeste you to use symmetry and to model in low definition

 

   

Ankur, Jr. Member
Posted: 13 January 2013 07:56 PM   Total Posts: 43   [ # 7 ]
loth - 11 January 2013 10:13 PM

you have to rebuild uv map
hudg work on this complex model
i sugeste you to use symmetry and to model in low definition

Thanks Loth,

Now I understand the problem. But I still have a few questions.

Does .awd need uvw mapping even if you are not applying any material on any of your meshes?

Also , is there a quick way to to do the uvw mapping using a plug-in of some sort for 3ds max. If not, are there any tutorials I can refer to solve the uv problem in a situation like mine.

Thanks for all the help,
much appreciated

(sry I am a newb)

 

   

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Fabrice Closier, Administrator
Posted: 13 January 2013 08:34 PM   Total Posts: 1265   [ # 8 ]

Just want to react on Loth first reply with Prefab’s report pict… It tells you that the uv’s were found out of bounds, saying there are not in the standard range of 0-1. There is no report of errors, damaged or missing data in this case.
Prefab corrects this by setting the material repeat to true, so that the material gets tiled as intented by original designer.
Now, if Prefab shows a checker this means that there are uvs and is intended to be mapped but no map was assigned (look in log for errors) . So select one mesh, and the material it holds will be selected in materials panel. Simply drop the diffuse(color info) map from your os to Prefabs scene. The material will recieve the map. repeat for each meshes.

Lets say you want to increase tiling factors, select a mesh, open its details, and set the repeat factors as you please.

Then save as awd or any of Prefab’s exports options.

Also Loth is right regarding power of 2 size, but Prefab corrects all this for you, Away3d however will spit a nice fat error on you if they are not.

 

   

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loth, Sr. Member
Posted: 13 January 2013 10:03 PM   Total Posts: 236   [ # 9 ]

for good uv mapping i use tool in 3dsmax no need plugins
in edit UVWs select face (become red) and use mapping / normal mapping
is like a projection of you mesh. for exemple your steps select all face on top of steps and use normal mapping top/bottom mapping.

the second model is good for prefab’s but the first is completly distorted because too many face intersects in max. if only color technics of fabrice can work for the second, but you may see problems for lights or effects.

 

   

Ankur, Jr. Member
Posted: 14 January 2013 06:41 PM   Total Posts: 43   [ # 10 ]

Thanks Fabrice and loth,

I have solved a few problems but faced new ones.

I selected all me meshes and applied a UVW unwrap modifier. I flattened mapping, and applied a standard gray material.

Then I exported to awd using max plug in. When I opened the awd in Prefab3D, it did not pop up with any error, but there was no model there at all. The name of the meshes were displayed on the side panel but I could not see any model there.

Then I exported my .max file to a .3ds and opened the .3ds in Prefab3D. It worked, except for the fact that .3ds does not show textures. When I converted .3ds to .awd in Prefab3D, it works and the .awd works without any error, but it has no textures. (obviously since .3ds did not either)

I think the problem when I export my .max to .awd using max plug-in is that about the power of 2.(as mentioned by loth and Fabrice).

But I do not fully understand how I can convert the UV map to 1024. From which panel do I change that setting.

Edit: I tried what was suggested in this thread but got no difference. http://www.polycount.com/forum/archive/index.php/t-81326.html

Thanks

 

   

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loth, Sr. Member
Posted: 14 January 2013 07:03 PM   Total Posts: 236   [ # 11 ]

3dsmax have no size of texture is juste a square
you can export uv to map to 1024 or 2048 in tools/render UVW Template
anyway is juste the size of your jpg map you have to change

 

   

Ankur, Jr. Member
Posted: 14 January 2013 07:13 PM   Total Posts: 43   [ # 12 ]

Thanks again loth,

But I am not using any jpg material in my scene anymore. I have no idea why it is not working now.

You can have a look at my updated max file at http://dropcanvas.com/h3bda.

Thanks very much
You are being very helpful and I appreciate it immensely.

 

   

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loth, Sr. Member
Posted: 14 January 2013 10:38 PM   Total Posts: 236   [ # 13 ]

your mesh is too small you have to scale by 10000

you apply uvw to all meshs is not good
you have to apply uvw for each mesh
given the complexity of the model, is better to use different map

for the center is not a bad idea to use mesh for foot line but that use many poly for nothing the best is use a simple bitmaps you can render in 3ds and apply to simple plane in away3d

your mesh have no good pivot point in orientation and position
select a mesh go in hirarchy (icon menu on right) and affect pivot only
and you seed your pivot now click align to world and move to 0,0,0
(use right button mouse on coordinate arrow in bottom). after uncheck affect pivot only.

remove face you don’t need for exemple a face touche the ground and no need to be visible

 

 

 

 

 

   

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loth, Sr. Member
Posted: 14 January 2013 10:57 PM   Total Posts: 236   [ # 14 ]

for exemple your step should be like this

 

   
   

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