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Gmax Help
Posted: Mon Mar 24, 2014 2:13 am
by Vilespring
Is there anyone that can give me some help on how to texture something, and lower the poly count, by things like reducing how round wheels are?
Re: Gmax Help
Posted: Mon Mar 24, 2014 3:56 am
by BotHunter
Sure man! Gmax is my specialty.

Re: Gmax Help
Posted: Tue Mar 25, 2014 2:34 am
by Vilespring
So, let's start with making a wheel BF friendly. It doesn't like 900+ faced wheels!

Re: Gmax Help
Posted: Tue Mar 25, 2014 6:58 pm
by BotHunter
Ok, Do you have Teamviewer? It would be easier just to show you.
Re: Gmax Help
Posted: Tue Mar 25, 2014 7:41 pm
by takiwa
A wheel should not be that detailed. Normal maps and alphas will take care of a lot of the details that you don't need to model. I have done a quick example (in 3ds Max) to show this. I started with a 12-sided cylinder with a center vert, beveled it (which imo is overkill, but done to show what can be modeled), and deleted the back face. I then detached the center faces, duplicated them, and applied a normal filter to one (although in bf1942 this would be accomplished with the "two-sided true; command in the .rs file...I did it the hard way to show a final poly count). I then modeled a smaller, 10-sided cylinder in the middle for the wheel hub, with both front and back faces removed. A decent normal map and this would be more than good enough for any video game, and it clocks in at 128 triangles. This isn't that high, and would be 24 triangles less with the two-sided command.
Re: Gmax Help
Posted: Sun Apr 06, 2014 6:37 pm
by Vilespring
Re: Gmax Help
Posted: Mon Apr 07, 2014 2:27 am
by BotHunter
You really need to get teamviewer. Then I could help you.
Re: Gmax Help
Posted: Tue Apr 08, 2014 4:40 pm
by takiwa
Vilespring wrote:...but it was just a bunch of poorly placed boxes that where attached together.
That's all any model is...just work on the "poorly placed" part

Re: Gmax Help
Posted: Tue Apr 08, 2014 6:44 pm
by Vilespring
I remember seeing pictures of Gmax where there where schematics put on the X/Y/Z axis for reference.
how do you do that?
Re: Gmax Help
Posted: Tue Apr 08, 2014 11:20 pm
by Swaffy
Vilespring wrote:I remember seeing pictures of Gmax where there where schematics put on the X/Y/Z axis for reference.
how do you do that?
I think I found your solution. I found it here:
http://forums.gearboxsoftware.com/showt ... hp?t=13718
In case the link ever goes dead, this is what was said:
Multix wrote:Need help with gmax how do you get XYZ arrows to show up in gmax the colourd arrow what when you move your mouse over will go onto different axis it has red green blue them ones? I had them ones but now there gone i have like wired ones now in a basic gray colour and won't change axis when you move over the XYZ axis you have to manualy do it and its dam rubish. Thanks for any help.
DocOctavius wrote:Make sure you have the "show transformation gizmo" on in the view options... I think. I'll check it out later and see what I can figure out.
MMFSdjw wrote:that is it, I wonderd where my arrows went and when I saw this I rememberd that I had turned that off.
I'm happy now.
If that doesn't work, maybe one of the other thread posts from that link can help you.