Forum: Bryce


Subject: Bryce, 3Ds Max, workflows?

nocontrol opened this issue on Aug 17, 2008 · 4 posts


nocontrol posted Sun, 17 August 2008 at 4:08 AM

Hi,

I just signed up for a couple interesting tutorials on character modeling, but
would also find one dedicated to the workflow between Bryce and 3Ds Max,

Can you help me?


Rayraz posted Tue, 19 August 2008 at 6:30 AM

Well theres not much to go on as both programs barely share any data at all. Best you can do is export models out of 3dsmax, and into bryce. Or collapse bryce boolean meshes in Bryce 6 and export them to a format 3dsmax can import. There's not much more sharing you can do really?

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Gog posted Fri, 22 August 2008 at 7:49 AM

You can export terrains too - with texture as a bitmap - can be very handy for adding terrain in mid / long distance in max.  But all in all not exactly a workflow....

with respect to exporting 3ds from max to go to bryce there are a few dos and don't s

  1. only use 8.3 names (old dos style) for texture files (UV mapped models - procedurals will have to be rebuilt in bryce)
  2. no mesh more then 64k polys but you can export multi meshes in one 3ds file
  3. reset xforms on all meshes before export - if you don't your model will explode (no really there will be bits of your model all over the place when you open it in bryce)

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Toolset: Blender, GIMP, Indigo Render, LuxRender, TopMod, Knotplot, Ivy Gen, Plant Studio.


dvlenk6 posted Fri, 22 August 2008 at 10:48 AM

Don't forget to collapse your modifier stack(s) if you are exporting from Max. Goes along with the XForm reset.
Don't save the collapsed objects as .max files though, unless for a backup. You lose all of the ability to alter the modifiers when you collapse them; but the file is much smaller.

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