then use maya and export the poly back to max. Most converting solutions suck or cost a lot of cash as extra plugin or tool like: http://www.npowersoftware.com/
There is a reason why hardly any game artist uses Nurbs, its just used in a different industry.
then use maya and export the poly back to max. Most converting solutions suck or cost a lot of cash as extra plugin or tool like: http://www.npowersoftware.com/
There is a reason why hardly any game artist uses Nurbs, its just used in a different industry.
Npower doesn't convert to quads. It's not for game use.
Moi looks like a lovely little Nurbs program, it seems very user friendly. The Nurbs to Poly conversion does look cleaner than any other conversion that I've seen. There is still a LOAD of cleaning up to do though to make it useable (ie for UV unwrapping). I had this problem a while back and ended up remodeling the model, snapping the poly model to the Nurbs reference model; basically the same as the retopo technique Renderhjs linked to above.
I'm beginning to think that the only decent solutions for things like this are:
1. Keep the model as Nurbs and use projection mapping if possible.
2. Use the Nurbs model as a reference and model over the top (using a tool like retopo if necessary).
My plan has been for a while to do a nice hard surface model in moi and use it for a hp source in max, i did a couple of tests and max 2011 seems to import OBJ files correctly with good normal data from moi so all the fillets look great.
I'm not having the same results here. Would things be that different between Max 2010 and 2011? Here's a test I did, exporting a Nurbs file from Moi to a .obj. Imported into Max:
Can you post a screen shot of the results that you are getting?
Mine wasnt so complex. i will try something if i have time later this evening(still in work). Max 2011 has had updates to the OBJ importer, perhaps thats the key to it, or perhaps i wasnt pushing it hard enough.
Sorry this is a bit late, were on crunch at the moment. Here ya go. if you want to send me a mesh so i can test something a bit more intensive PM me and ill send you an email addy.
Replies
Have you actually tried this? It doesn't work in Max 2010.
http://www.scriptspot.com/3ds-max/scripts/max-retopo
It would be nice to have a convert nurbs to poly (quads) option, like in Maya.
http://www.npowersoftware.com/
There is a reason why hardly any game artist uses Nurbs, its just used in a different industry.
I'm beginning to think that the only decent solutions for things like this are:
1. Keep the model as Nurbs and use projection mapping if possible.
2. Use the Nurbs model as a reference and model over the top (using a tool like retopo if necessary).
Can you post a screen shot of the results that you are getting?