Well, you should texture it. There are those 2 buttons in the corner; one of them was the texture one. In the texture menu you will see some balls; select one of them. They might have some sort of folder called "maps". At maps go and select the first 2 at 100 and if you see a bitmap texture or something like that, click on the "none" box and then get one you want from whereever you want. To apply a texture, drag and drop on the object you want. Then you will have textures on your object.
Then you gotta get the position right. There are tuts on our wonderful site:
Next you gotta render all these things. This will be hard, since gmax doesn't have a renderer. Search some more on the forums "gmax" or "gmax renderer". I did answer this thing a while ago...
Cranium also did some more research.
If you don't find anything, search some more. Also, there's Kerkythea:
You might want to try and give your objects a little more depth, use the poly tool for that. It just looks a little to primitive "squarish,roundish" right now.
I also wouldnt texture it until all the modeling is done, that way if you need to move some polies or faces, it wont distort the texture. Cause then you'll have to redo it.
Depending on what version of gmax you have, I did find a working renderer for gmax, you can get it here
Some say it dosent work, but I showed that it works just fine.
Overall, pretty good job so far Bu7loos _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
@Deformet: I did what you said mostly i manged to learn how to render it
@Cranium:Every time i click on the the Yafray Render a box shows and tells me that i have to choose a camera view port
-About Texturing how is it done ?
-How can i make animations such as buildup and a rotating turret ?
well, the grey looks white kinda looks weird, try a different color for the base _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Ok guys know i swaped to 3DS-Max autoDesk 2010 , So ho can i make shadows for the damn modle i am already using Dount arnold templete can anyone help please ....
Check that the planexx is visible to camera, renderable, and receives shadows (right click on the plane, go to properties, it should be on the right hand side of the pane, about half way down).
Next, I'd check that the model has all those same attributes (and casts shadows).
If neither of those work, then I really don't know what the problem could be. Donut's template has worked fine for me so far. Last edited by Orac on Wed Jan 04, 2012 12:08 am; edited 1 time in total QUICK_EDIT
Done every thing they are check and ready Well still no shadow's i also deleted the damn (Planxx) thing and even no shadows ill keep tampring till i find an answer QUICK_EDIT
Delete the camera, lights, and plane (everything except the model you're wanting to render), and then merge Donut's template scene into the current one. That should give you all the correct defaults.
But tbh, idk what you've changed. Shadows are still being cast on the model so it must be related to the plane... QUICK_EDIT
didn't work also...it's there another way to cast shadow ?
Edit : I found somthing called mental.ray preset it gave me the shadow i need somhow ill look into it QUICK_EDIT
You didnt by any chance alter the properties of the object your rendering did you? like untick "cast Shadows" _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Not sure what you're asking....
You press render, then save it as a png, then import that into SHP builder. You'll want to disable anti-aliasing against the background. QUICK_EDIT
there are some really good 3dsmax character rigging/animating tutorials out there. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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