Game Development Community

Model tiny compared to default player model plus no textures

by Eric Putman · in Torque 3D Beginner · 04/06/2013 (9:15 pm) · 3 replies

I have downloaded a model that has come with the textures, I see them in 3DS Max 2013 when I import the model. I export the model using the COLLADA 3DS Max export utility place the .DAE file in the art/shapes/actor/myfolderformycharacter and place all of the .png files in the same folder. I load the file as you can see and the shape imports just fine but without textures and is very small.

I haven't animated him yet no bones etc., so no DSQ files yet. How do I smooth him I was reading the 3DS Max do's and don'ts and it told me that I couldn't use turbo smooth modifier. What method can I use so I am not increasing the poly count?

[IMG]http://imageshack.us/a/img547/9824/blocky.th.jpg[/IMG]

[IMG]http://imageshack.us/a/img62/3664/playermodeltiny.th.jpg[/IMG]


Thanks,

Eric

#1
04/06/2013 (9:48 pm)
E:\Torque 3D 2.0\My Projects\Full\game\art\shapes\actors\Soldier\soldier_rigged.cs

singleton TSShapeConstructor(SoldierDAE)
{
baseShape = "./soldier_rigged.DAE";

unit = "1.0";//--------->adjust this one

};


or go for this way:
http://www.garagegames.com/community/forums/viewthread/126347/1#comment-809494

issues:
http://www.garagegames.com/community/forums/viewthread/132924
http://www.garagegames.com/community/forums/viewthread/90403



#2
04/07/2013 (5:37 am)
as for the blocky appearance, in 3DSMax use smothing groups, that will help a lot without adding polys.

If you use turbo smooth you will add a lot of polys.

You could also think about making a much higher poly mesh and baking the detail down with normal maps, there are lots of books on the subject, "3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling" is one I have used and gives you a good start.
#3
04/07/2013 (4:10 pm)
Thanks guys for the pointers, still have lots to learn. I'll start by getting the right height for my player model via 3DS Max 2013 and then work on the smoothing groups in there as well.

Thanks again,

Eric