Scale to use for Photoshop and 3ds Max?????

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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mattrey11





Posts: 13
Joined: Sat Jul 10, 2004 7:55 pm

Scale to use for Photoshop and 3ds Max?????

Post by mattrey11 »

Hey guys, what kind of scale do you use for these programs. What I mean is how many units long, across, and high is a level like Blood Gulch for referrence? I'm wanting to make my photoshop bitmap large enough to have enough detail and also make 3ds Max make a skybox (map) the right size for Master chief and the rest of the goodies. 3ds max uses "units", so you can make a box 5000x5000x5000 units, but does this mean Master chief is in a level the size of California or the size of a bedroom? Another words... how many units high is Master chief etc... Are the units the same size in Photoshop and 3ds? Thanks! :D
SilverStone641





Posts: 188
Joined: Fri May 07, 2004 5:39 am

Re: Scale to use for Photoshop and 3ds Max?????

Post by SilverStone641 »

mattrey11 wrote:Hey guys, what kind of scale do you use for these programs. What I mean is how many units long, across, and high is a level like Blood Gulch for referrence? I'm wanting to make my photoshop bitmap large enough to have enough detail and also make 3ds Max make a skybox (map) the right size for Master chief and the rest of the goodies. 3ds max uses "units", so you can make a box 5000x5000x5000 units, but does this mean Master chief is in a level the size of California or the size of a bedroom? Another words... how many units high is Master chief etc... Are the units the same size in Photoshop and 3ds? Thanks! :D
something you could do i import MC or vehicles into your map for scale, then remove them later
gamble





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Location: somewhere over the rainbow/not in kansas

Post by gamble »

read the HEK tutorial, its got the exact specs of MC and all the Vehicles

as for photoshop, just estimate it, if it doesn't work out you can stretch the thing a little and it will still look fine.
Waylander





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Joined: Fri Jul 09, 2004 9:04 pm

Post by Waylander »

What I've been doing (in my own crude way as I'm learning) is create my "frame" box with the same dimensions as a Warthog (which you can get from the HEK Tutorial). That way, when I see the frame next to my skybox in 3DS Max, I kind of get an idea of scale.
mattrey11





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Joined: Sat Jul 10, 2004 7:55 pm

Post by mattrey11 »

OK guys, that makes sense. Good technique Wayland... I'll try that.

As for the Photoshop, what I was getting at is the length and width of your photoshop "ground" file will directly impact the resolution of the ground right? Say you wanted the ground to be the dimensional area of Chillout. Well, that's a hell of a lot smaller area than Blood Gulch. So, when you went to apply your ground material in 3ds, it could possibly "stretch" your file to a point where it started looking like crap for a large level.. ie. large pixels.

In the tutorial section (videos), there's an example of a ground file made in Photoshop that was 512 x 512 or something like that. It was then applied to a fairly small map. Is it best to go say 1000x1000 if your map is going to be approximately twice that size?

Has anyone made a level and then looked at the ground and it looked like 1983 Atari graphics because it was enlarged too much from your original photoshop ground work file?
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