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ZModeller

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by BigMac, Oct 19, 2013.

  1. BigMac

    BigMac
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    Joined:
    Aug 8, 2013
    Messages:
    77
    Am I able to use ZModeller to create suitable vehicle content for the game?
     
  2. dkutch

    dkutch
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    Joined:
    Mar 24, 2013
    Messages:
    818
    I use Zmod 1.07, so yes.
     
  3. Slyda777

    Slyda777
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    Joined:
    Aug 28, 2013
    Messages:
    17
    Yeah shure you can,just do what you wanna do in Zmod and when you are done you can export it in 3ds format.
    and then you can import your 3ds file into Blender and export your model as a collada.dae and use it in Drive.

    Succes !
     
  4. BigMac

    BigMac
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    Aug 8, 2013
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    Thanks very much guys! :D
     
  5. jackeo21

    jackeo21
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    Joined:
    Jun 30, 2013
    Messages:
    135
    Downloading it now, is it easy to use?
     
  6. BigMac

    BigMac
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    Aug 8, 2013
    Messages:
    77
    It's fairly easy to use. Not being a pro and not using many other packages doesn't help, but it's the best suited for me :D
     
  7. Die Anna

    Die Anna
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    Joined:
    Aug 3, 2013
    Messages:
    16
    I'm also play a bit with asset creation (vehicle) but use 3dsMax2010...

    Do I need to use blender (I learn 3ds from begining, never go in to blender) to save my 3ds files as collada (*.dae)?

    Can I just use export from my max menu and select "autodesk collada" or I need to use blender or some max plugin for proper mesh work in game?

    Can i show (post on forum) some of my, under construction car mesh even if I do not have a "beamng drive" license and is it posible to export my car for avible for free techdemo /replace pickup or add new vehicle?

    More complex mesh (adding vertex) will make my car deformation more natural/realistic or it's only depend on beam-node structure?
     
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