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Multiple objects on one UV map?

Yeah, I think the Render to Texture and UV editing tools in 3ds max are some of the only advantages of it over Gmax.

"Edit poly" modifier, higher resolution in the viewports, ... and there are more.

That's why I always hated texturing in Gmax, the screen capture on my low-res monitor was never accurate enough.

I'm doing a complete aircraft on a 14" 1024*768 screen. :duck:
 
Yes, but it doesn't have the actual modifier for Edit Poly in the list. That means you can't make layers of layer poly edits like you can in 3ds Max. :( I never use editable or edit mesh on anything I make.
 
Gmax does have editable poly. I use it all the time. :D

They are quite different in Max and Gmax.
The cool tools you get with it in Max are chamfer, bevel, extrude and bridge to name a few with draggable spinners so that you can preview your changes on the fly. In Gmax you always have to enter values and next hit the undo button if one dislikes the results.
Particularly the bevel and bridge features are extremely handy.
Imagine selecting two edges, hitting the bridge button and getting an instant poligon between the two or selecting two polis at an endcap and bridging them with a single click.
You can preview and navigate through the viewports (change viewport, rotate, zoom etc pp) while playing with the tools.
Rather than applying a multitude of single modifiers like in Gmax you can do a lot operations in one go. Very intuitive workflow.
And of course there the render and render to texture tools along with physically correct lighting and all that stuff.
 
..... you neglected to mention the $4000 pricetag.

:)

gMaxers ... be happy with what you have ... you have an extraordinary tool, and it is free!
 
...my school has a contract with Autodesk and us students get their software for free. ;)

Last I looked any bona fide student can get the latest Max for free with a student licence for three years. You need concrete proof of being a student iirc, and making payware is verboten.

That landing gear looks a tidy job! :-)
 
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FSX does .... and so will you at times (eventually ..)

:confused:



The cool tools you get with it in Max are chamfer, bevel, extrude and bridge to name a few with draggable spinners so that you can preview your changes on the fly. In Gmax you always have to enter values and next hit the undo button if one dislikes the results. Particularly the bevel and bridge features are extremely handy.
Imagine selecting two edges, hitting the bridge button and getting an instant poligon between the two or selecting two polis at an endcap and bridging them with a single click.

"Extrude by dragging" also works in GMax, but you're totally right..."bevel" and "bridge" come in extremely handy once you need them.

And of course there the render and render to texture tools along with physically correct lighting and all that stuff.

Yes, they're very nice for checking out shading, but texture effects are best checked out in FSX directly.


"Edit Normals" and "Flip" in "Edit Poly" come in extremely handy as well. As well as the "Unhide by name" function in the context menu.



gMaxers ... be happy with what you have ... you have an extraordinary tool, and it is free!

For MSFS, yes.
 
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Yes, they're very nice for checking out shading, but texture effects are best checked out in FSX directly.
.


You're totally missing the point.
You can use global illumination solutions in conjunction with render to texture to actually create textures with physically correct color bleeding, light spreading and indirect illumination on your surfaces.
Think a red ball that you hold close to a white wall. You will see red color splattered over the white wall even on a "Raufasertapete", or light splattered over your white wall to various degrees resulting in 1000 shades of white depending on how much they are exposed to direct light or to light reflected from other surfaces.
That's actualy why render to texture is such a cool tool.
 
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One of the neatest features of Max9 for me is the ProBoolean tool. It has greatly simplified my life! :D

I use it like a sculpturing tool, since I can take a solid cylinder and a series of smaller cylinders (arranged by the Array tool), and quickly turn out a precisely knurled knob most "clickty-click..." :wizard:
 
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I thought that was clear in the context the sentence was written:

Well, "Render To Texture" was "render wireframe of mapped part to image file" in my book, as I've never tried "texture baking".
And the "physically correct lighting" was an elaborate set of light sources for model rendering (for preview omages or the likes).

:duck:
 

Ok, I was being a little cryptic.

Regardless of how you made it, everything is compiled in FSX as Mesh (viz triangles)

Eventually (sic) you will be needing eMesh mode to understand /fix an aberrant edge!

And I would have to agree, gMax is good (possibly great) for FSX, but not good for private homage!

I say this as I am using 3DSMax 2012 to render some animated 3D clips for my brother - roped in to make his kids' school end of year DVD. Can't do that with gMax
 
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Well, "Render To Texture" was "render wireframe of mapped part to image file" in my book, as I've never tried "texture baking".
And the "physically correct lighting" was an elaborate set of light sources for model rendering (for preview omages or the likes).


:duck:

Nope, that would be "render UVW template". :D
The whole point of "texture baking" is to get depth into your textures by means of using the global illumination solutions that come with Max.
Oh, and Max's procedural shaders are great, too!
Many around here just use the ambient occlusion portion of all that but that's like using the red Ferrari exclusively in the 20mph speed limit zone. :D

EDIT: Oh man, we're getting way OT!
 
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This is about the only reason I am looking into buying Max is to get textures 'shaded' by the render engine.
 
Any word on Prepar3D and when they will be releasing support to Max 2013? I think it's the only one you can buy (legally) from Autodesk at the moment. And I know making payware with the student edition is forbidden, but is there any "water mark" within the .MDL file after compiling? I know after I graduate school I'll probably be buying Max, and even though the FSX community will be "dead", there might be hope still for an X-Plane 11 or 12. Who knows, we all might have to switch to XP in the end. :-]
 
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