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ScottyB

Modelling & Scaling

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Modelling in 3DS Max Coding C++ in DirectX 9 Wasn't sure whether to put this in Visual Art or DirectX, but its probabaly a stupid question so Beginners is probably better For example: I'm writing a planets scenario I create my planets and also skybox in 3DS max and then export it as an X File Which I then read into Direct X and apply the final scaling. My question is - Do I design the model in 3DS max in mind of the scale to be ? Or do I create models all the same size and use Direct X to scale ? e.g. Creating a textured sphere of 20 units diameter in 3ds max gives a huge sphere in Direct X and needs to be scaled down but if I create a sphere of 1 unit diameter in 3DS max and possibly scale up in Direct X do I loose quality ? Also, say if I use a texture of say 800*600 in 3DS max I have to ship that with the X file (which could be a big file) However if I scale down the texture (to say 256) for 3DS max then the quality is less but maybe more realistic for DirectX ? So yeah,to summarise, The best approach of design of models in an external application and then subsequent use as X files in Direct X Maybe I have lost the point/plot completely ? Is there anything I can read about this ? Or maybe some basic philosphy ? Yours confused, ScottyB

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It all boils down to a matter of units. Just make sure you set the camera translation according to the scale you use. For ex,

If you are using 1 unit = 1 foot in Max and create a sphere of 1 feet radius. Then setting a camera eye at (0,0,2) places it very close to the sphere (assuming sphere is at 0,0,0) since you are only 1 foot away from the sphere (taking into account the radius).

IAC, there is no loss in "quality" (not sure what you mean by that) in scaling operations.

So, just do your calculations by the units you employ in the authoring tool and you'll be fine in DX!

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