Game Development Community

Is there a point to buying 3ds Max?

by The Trusted One · in General Discussion · 07/26/2006 (7:30 pm) · 35 replies

Okay I have been working in Max for about 5 years, employeers and school copies, just tried gmax, holy shit that looks and feels very familiar. Is there a point to paying for MAX??

This seems to run ALOT faster then max too.

The Trusted One
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#21
07/28/2006 (1:11 pm)
Lol, no its a tool within 3DS Max.

Open up the help and take a look at all the features I think you will be surprised and abandon gMax pretty quickly.
#22
07/28/2006 (2:54 pm)
Right now i would choose gmax over ms3d any day. Gmax is so much easier to use! I made a B767 jet in 20 mins.
#23
07/29/2006 (1:17 am)
Listen to Logan, he is right on the money :)
#24
07/29/2006 (8:03 am)
I think you have to be crazy to use Gmax over max 6,7, or 8. MAx 4 which gmax is based off of is so clumsy and outdated it feels retarded. Max 8 is fast, they really improved the viewport speed and general performance. The tools were vastly improved and streamlined to the point that you should be MUCH more productive with Max.
#25
07/29/2006 (3:00 pm)
Hmm,

well I am almost done this character in GMAX I will be finishing the workflow and seeing if I have any problems, but at this point I seem to be able to run about 20% faster plus I can easily work on an old P3 I have at the office.
#26
07/30/2006 (12:55 pm)
You can't make DTS's with it...

I think GG Staff addressed it in greater detail in the past.

If you want a high power 3d package then use Blender 2.4x.
#27
07/30/2006 (3:35 pm)
Here is the work flow if anyone is interested in giving it a look:

Model in GMAX
Export to MD3
use Quick3d to convert MD3 to whatever other format you want (like Blender)
Rig - Animate
export as DTS

It works for me, I like it, once I get the Char textured I will post a screen shot.

I dont think you guys should be so closed minded.
#28
07/30/2006 (6:59 pm)
Here is the work flow if anyone is interested in giving it a look:

Model in GMAX
Export to MD3
use Quick3d to convert MD3 to whatever other format you want (like Blender)
Rig - Animate
export as DTS

It works for me, I like it, once I get the Char textured I will post a screen shot.

I dont think you guys should be so closed minded.
#29
07/31/2006 (7:54 am)
Me personally, I think that workflow you are suggesting is crazy and going to cause a lot of issues.

Why? Well it has nothing to do with the tools that you picked, but the fact that you are hoping that data will get properly translated from one application to another. Sadly to say this is a huge issue. Even if you use a common format like MD3, 3DS or OBJ for example you will find that not all applications read and write this data the same and data will get lost or modified the more you try to move it around.

Plus what happens if you need to change something? Well that means that you need to go back to a particular step in your process, make the changes, and then redo everything from there. Which is not a preffered workflow to say the least.

My big suggestion to you is to find one application that can handle all of the modeling, UVW, the rig and the exporting and work from within that. Otherwise like I said you will be creating so many issues and problems you won't get very far.
#30
07/31/2006 (8:05 am)
I'd have to agree with Logan. I haven't seen a workflow like that since my first Torque project, which was before the Maya exporter and of course all the artists were well versed in Maya, not Max. We ended up with some crazy workflows for getting models into the game. They worked, but they were more of a pain in the ass than anything.

If it works for you and you like it then that's great, personally I think you're nuts.

On another note, I don't think anyone's being close minded, just that everyone has been down that road before and knows its not worth the trouble.
#31
07/31/2006 (9:46 am)
Why would you not use Max 8 which has all of the functionality needed without the added headache of read/write errors in the process...and already has a great DTS exporter. It sounds like you're the one being close-minded (or at least stubborn in not wanting to use a superior tool) so that you or your team can jump through several extremely unnecessary hoops. Any benefit that you are seeming to gain from GMax modelling will be lost in keeping track of what translates correctly between formats and applications.
#32
07/31/2006 (12:47 pm)
I know everybody thinks I am nuts, but here is how I am seeing it, I model almost 10x faster in GMax and I dont fuck over models trying to use advanced features I dont fully understand YET. I have been doing the base shapes in Gmax ... thats it, then I go to 3DS Max 8 to do the fine details and rig it. The coversion only take about 5 mins per model.
#33
07/31/2006 (1:42 pm)
If it works for you that's of course fine and all (and like with all similar discussions; It's pointless to go on. So... we might all as well drop it and get back to work =).

I just think both me and the other people in this thread are a bit confused about how you actually manage to do things "10x faster" with gmax (or did you possibly exaggerate a bit now, eh?).

I agree with the rest in either case; converting things back and forth is generally way more trouble than it's worth. If a job required me to work with something else than what I'm used to (that is, max), I would just learn the tools I needed to do the job instead of doing the work in max and hope I could find some way to convert it over. I do this because I know from experience that learning new software isn't much of an issue, but converting data back and forth can be a major headache especially when you later notice you have to change something.

The bottom line though; It's all just tools. If you know one, you know them all, more or less.
#34
07/31/2006 (1:50 pm)
Unfortunately, there's no guarantee that you know how the work together...
#35
08/04/2006 (9:35 pm)
My son models with 3ds studio max
completes the model and exports direct
to game .. there is an export of texture mapping for a layered build of textures
but that is true of all modeling software textures are made externally

my point is you create a complete game object in 3ds Studio max 8
with bones animation whatever

using several programs with export and import just seems to me
not only to add work but add chance for something to go wrong

I also model but im no wheres near as fast as my son

he does online modelig contest 20 mins to drop entry
me takes about 3hrs to do those 20 min contest entries

im getting faster tho
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