I need a .max file converted to .skp...
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Well it's finally happened. I've been sent a bunch of automobile models for a rendering but they're in .max format. I don't want to have to buy 3DS just to convert three cars, so can somebody direct me to a converter? I can find nothing on the web.
Or, you could PM me if you have Max and can do the conversion for me.
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No chance to ask them if they could format them as .3ds or something?
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If a one time thing, can't the demo do it?
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To be honest, the best thing to do would be to ask them to send them again in another, more useful format. Even top-end converters like Deep Exploration and Okino Polytrans will only deal with max files if you have a valid install of Max on your system. If you don't, they won't even open them, much less translate them to another format. Lesser converters just don't bother with the format at all.
Sending someone a Max file when you're not sure if they have Max or not is utterly pointless.
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I can do the conversion if you want to PM me the files or upload and send me the link.
Although, I'm assuming the .max files are high poly cars, which may just bring SU to it's knees.
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@alan fraser said:
To be honest, the best thing to do would be to ask them to send them again in another, more useful format. Even top-end converters like Deep Exploration and Okino Polytrans will only deal with max files if you have a valid install of Max on your system. If you don't, they won't even open them, much less translate them to another format. Lesser converters just don't bother with the format at all.
Sending someone a Max file when you're not sure if they have Max or not is utterly pointless.How right you are - and some manufacturers still have their products available for download only in Max format.
I've tried to explain the problem in the past and never been successful. In one case the nearest I got was for them to send me a set of 2-D DWG's of entirely different products! We actually used a rival manufacturer's products in that case.
Someone once explained to me that the issue was to do with Max not actually saving a component file as such, but storing a set of instructions that enable Max to re-create the component on the fly each time that you load the component. Which is why there is not really anything for the usual converters to convert and why the Max engine is needed I guess.
I'm not actually familiar with Max, but presumably Max could export the data in 3DS format?
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The other problem is the triangle limit of a conversion from .max to 3ds, best is from .max to .obj IMO, but then getting into SU is a problem.
I have Max 9 and DE, but most of the time the stuff I need is just too big for SU.So if you are using a studio based render app then converting to .obj (making sure to flip axis) and then compiling in studio and not SU will be the best solution.
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Thanks for the replies y'all.
I sent them (I believe these came from the manufacturer, through "channels") a request for the files in .skp, .3ds, .dwg and .dxf, the file types I'm most familar with. So far, utter silence.
I also offered some advice for them, to cut down on the poly count: remove the interior and wheels (which I can replace easily), and cut the body in half so I can mirror it. I'm going to render with Twilight, and I figure I can do it in passes.
Earthmover, I'll send you a test file so you can at least tell me what these models consist of. I can't even view them.
I can understand Autodesk wanting to protect their format but it has put me in an awkward situation.
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@john.warburton said:
Someone once explained to me that the issue was to do with Max not actually saving a component file as such, but storing a set of instructions that enable Max to re-create the component on the fly each time that you load the component. Which is why there is not really anything for the usual converters to convert and why the Max engine is needed I guess.
I'm not actually familiar with Max, but presumably Max could export the data in 3DS format?
This is true. Max has parametric modifiers that are stored in the .max file as just settings. So, I could create a box, then apply several levels of subdivision and distortion modifiers which would take the poly count through the roof, yet when I save the .max file, it only saves the data necessary to recreate the box and settings for the modifiers, which are applied upon opening the file. This is unless you collapse the modifier stack, at which point all the modifiers are converted into actual geometry. Same goes for textures, which are not stored with the .max file as they are with a .skp file, but rather they are referenced upon opening. When you buy or download a .max file, it needs to also be accompanied by the textures which are referenced by the saved file.
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ok I've got PMs with links to those who contacted me. Thanks for all the help fellas.
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