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Firestar
17
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Joined: 6th May 2008
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Posted: 21st Aug 2010 23:34
Now I don't claim to be clever or be great at modelling or texturing, but I am having a slight problem with some models I was making for FPSC. Here is what it looks like rendered within 3DS Max:


Now in the next two pictures, you can see the problems.
1 - The model is on its side.
2 - The cloth can only be seen from above and not underneath/within.



Any help will be greatly appreciated
Bootlicker
16
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Joined: 29th Mar 2009
Location: Germany
Posted: 21st Aug 2010 23:38
if its in FPSC on its side, just use 1,2,3,4,5,6 to rotate in the right direction. Not sure about the underneath thing, im no modeller


Vent
FPSC Master
16
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Joined: 3rd Apr 2009
Location: BC
Posted: 21st Aug 2010 23:40
The cloth can't be seen because it's face underneath is backwards, and is therefore invisible (I think?).


Vent Media - Free FPSC Media
Firestar
17
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Posted: 22nd Aug 2010 00:06
Its not IN Fpsc its on its side, its while I am using the entitymaker it shows on its side. In 3DS max though, the material is set to 2-sided, meaning it should show on both sides. Without that ticked in 3DS, it doesn't show underneath either... :/
starmind 001
FPSC Reloaded Backer
17
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Posted: 22nd Aug 2010 02:16
Duplicate the cloth and reverse normals and it will work in fpsc.

bond1
19
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Joined: 27th Oct 2005
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Posted: 22nd Aug 2010 02:28
Quote: "In 3DS max though, the material is set to 2-sided"


That's strictly a 3ds max convention - FPSC has no concept of 2-sided materials. As starmind said, if you want it to show on both sides, then you need to model geometry on both sides.


Did you rotate and manipulate your model in 3ds Max at any point during your modeling? If so , you need to reset X-form before exporting.

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"bond1 - You see this name, you think dirty."
Nbt
15
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 22nd Aug 2010 03:19
All 3DS Max models are on their side, as it likes to use Z as the Y axis. Flip Axis on export, so it's the right way.

Decneo
15
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Joined: 24th Dec 2009
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Posted: 23rd Aug 2010 19:57
you can use the shell modifier to solve this problem instead of modeling a new one.



Personal 3D Modeler for your game.

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