Blender/3ds modeling

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onlylikenerd
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Blender/3ds modeling

Post by onlylikenerd »

I am mostly using blender and I'd like to make my own dirt bikes and such. I recently figured out how to make templates out of my uvs and all that, but when I get in game, my bike is really weird. But I am switching from Blender to 3ds and all I really need help on is the sizing of the bike, I would like to get it perfect without having to trial/error a million times. Please help, how many units would a bikes length and width be in blender AND 3ds max because im planning on exporting from 3ds to blender then to mx sim! Thanks big help!
"in baseball,football,and basketball,they supply the balls. in motocross,bring your own!!!!! no fear...."
attacker5
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Re: Blender/3ds modeling

Post by attacker5 »

Hello,
The best way to scale the bike would be to download DJ's yzf, and export that to max. Rotate that all you want, but don't scale it, that way you can just rotate the opposite when you export back into blender. How much modeling have you done before?
onlylikenerd
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Re: Blender/3ds modeling

Post by onlylikenerd »

attacker5 wrote:Hello,
The best way to scale the bike would be to download DJ's yzf, and export that to max. Rotate that all you want, but don't scale it, that way you can just rotate the opposite when you export back into blender. How much modeling have you done before?
I have done quite a lot. I wanted to try to learn 3ds but it isn't working out for me, I can model quite well in Blender though. I might just stick with Blender. But I think I figured it out, I downloaded jlv's yz250f blend file and i looked at the units of its length and width and I think I got that part down. I just heard I will need to do ctrl + a scale and rotation to each of the 4 parts before exporting them so. I guess right now all I can do is trial and error
"in baseball,football,and basketball,they supply the balls. in motocross,bring your own!!!!! no fear...."
attacker5
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Re: Blender/3ds modeling

Post by attacker5 »

all you have to do is make sure the origins are in the place of the bike in the file, then move the model around in edit mode to where you ant it.
onlylikenerd
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Re: Blender/3ds modeling

Post by onlylikenerd »

attacker5 wrote:all you have to do is make sure the origins are in the place of the bike in the file, then move the model around in edit mode to where you ant it.
Im a little confused. Jre told me about the origins as well. I just modeled a very basic bike and I would like to use it, but I can't get the size right. When It's in game its little small like a tricycle. But when in blender i try to make it a little bigger, then in game its huge as hell. Do these origins have to do with size? Jre told me to make sure they are in the right spot by doing ctrl + alt + shift + c. Anyways where are these supposed to go? Thanks big help so far
"in baseball,football,and basketball,they supply the balls. in motocross,bring your own!!!!! no fear...."
Ohagan75
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Re: Blender/3ds modeling

Post by Ohagan75 »

you have to apply rotation and scale before you export
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Ohagan75
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Re: Blender/3ds modeling

Post by Ohagan75 »

you have to apply rotation and scale before you export
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onlylikenerd
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Re: Blender/3ds modeling

Post by onlylikenerd »

Ohagan75 wrote:you have to apply rotation and scale before you export
Yes I know and I have been doing that. But I think my origin points are off. Im not sure how to get them in the perfect spot like dj's CRF model or jlvs yz250 model
"in baseball,football,and basketball,they supply the balls. in motocross,bring your own!!!!! no fear...."
onlylikenerd
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Re: Blender/3ds modeling

Post by onlylikenerd »

nvm guys i just got it. Im pretty happy xD but i got it!
"in baseball,football,and basketball,they supply the balls. in motocross,bring your own!!!!! no fear...."
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