Author Topic: Rhinoceros 3D  (Read 423 times)

Legacy_Sintrea

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Rhinoceros 3D
« on: September 19, 2012, 02:31:10 am »


               Hello
So for our module we wanted to make some 3D models of our own, and are partial to the program Rhinoceros 3D.
So is Rhinoceros 3D just as usable tool as 3DS max? Or will it cause troubles.
Does anyone else have experience with this, and can give any advice or instructions?
Thanks
               
               

               
            

Legacy_henesua

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Rhinoceros 3D
« Reply #1 on: September 19, 2012, 02:59:37 am »


               Any modelling package is fine for modelling...

......................IF.................

you can translate the files to work with NWN. 3dmax is the tool of choice because it has some scripted addons which enable you to work with NWN. Neverblender however is looking llike another viable option.

If you want to use Rhinoceros for modelling I'd look at the pipeline from Rhinoceros to GMax/3dsmax. How would you export from Rhinoceros to get your work into Gmax for finishing up?

[edit] FYI you should post qwuestion like this in the community content section of this forum. Many experts in there.
               
               

               


                     Modifié par henesua, 19 septembre 2012 - 02:00 .
                     
                  


            

Legacy_OldTimeRadio

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Rhinoceros 3D
« Reply #2 on: September 19, 2012, 04:56:35 am »


               I second heneusa's suggestion to post this thread in the CC forum.

The bottom line is if you can get the file to load into GMax or 3DS Max you can get it into NWN.  However, it's during that conversion process (say, exporting from Rhino to .obj and importing that .obj into 3ds Max) that the most problems crop up.  Smoothing groups get lost, meshes are imported with every triangle as an individual subobject element, faces can be doubled unintentionally etc.  Once something is in GMax/3ds Max and presumably in a form you like, there are very few things that can possibly crop up as far as getting it into the game. 

The real trick is coming up with a good workflow.  If you don't have 3ds Max and are instead using GMax, you may have to resort to some minor gymnastics to get your mesh loaded.

Edit: Oops, left out NeverBlender.  I wanted to also second Heneusa's comment about NeverBlender looking promising.  Blender already allows importation of many file formats that GMax does not so it could become a great middle-man/destination for file conversions.  You can learn more about this new version of NeverBlender here.
               
               

               


                     Modifié par OldTimeRadio, 19 septembre 2012 - 04:10 .