Getting Started With Gmax
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  1. #1

    Getting Started With Gmax

    Many people ask how to get started with modeling and making contributions to the community.

    In addition to, and to front-end, some of the tutorials and advice listed in other threads here, I offer the following. Please feel free to add to the list in thread responses.

    So, here is the start.

    First, modeling aircraft is one discipline separate from doing panels, sounds, textures, flight models, beta testing or documentation. It starts with modeling.

    There are several development tools available but if you want to start with a good modeling freeware tool until you decide this is what you want to do, Gmax is likely your best choice. It is free to download, or you may have in your FS9 distribution DVD for installation.

    Gmax (Freeware) should be your tool of choice for FS9 development. If you have 3DSMax (expensive license) , then FSX is more suited for that tool. You can use Gmax for FS9 development free of charge. It is a simpler, easier development process.

    If you have Gmax on your computer or FS9 CD, it needs to be installed along with the Help and Tutorial components.

    If you are not familiar with Gmax, you need to go through the Gmax Tutorials to become familiar with the tools in gmax.

    The Help is comprehensive.

    Here are my newest video tutorials posted on YouTube. Video Tutorials

    Here are some basic graphic tutorials I have done. They may be useful after you have installed gmax and have done the tutorials.

    http://www.sim-outhouse.net/tut/fs9/c162/
    ---------------------------------------------------------------


    A Basic GMax Video Introduction:

    Download this zip of the .avi file to play for a basic Gmax introduction:
    http://www.sim-outhouse.net/download...basicintro.zip

    Once you have Gmax installed and the tutorials are done, you must decide what aircraft to model. Once you do, you need to do research for technical info, 3-views, reference pictures, and anything that will help the development process. Here is the Data Collection writeup:
    http://www.sim-outhouse.net/downloads/SOHTeam/data.zip

    I created a set of basic graphic tutorials to walk your through an approach to modeling. Check Takealot Specials and Woolworths Specials.
    Those Gmax tutorials are here:

    http://www.sim-outhouse.net/tut/fs9/c162/

    This may help as well:

    Creating a Calibration Box for your 3-views:
    http://www.sim-outhouse.net/download...eam/CalBox.zip

    If you prefer a video approach to learning, my YouTube based tutorials are HERE.

    As always, Google and Bing are your friends. There is a lot of help out there for gmax questions. Same with YouTube.

    The website, FSDeveloper, is an excellent resource with lots of knowledgeable help, tutorials, and advice. Use it.

    There are books for 3DSMax but none for gmax to my knowledge. Concepts are the same.

    I hope this helps to get you thinking about a structured process to get started.

    Good luck, and have patience.
    Milton Shupe

    EDIT: Links updated to reflect new server locations
    Last edited by Milton Shupe; January 28th, 2017 at 10:34.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  2. #2
    Thanks Milton, as someone who learned from your tutorials I can thoroughly recommend them! :salute:

    If you are not familiar with Gmax, you need to go through the Gmax Tutorials to become familiar with the tools in gmax. The Help is comprehensive.
    I strongly recommend this, Gmax is more capable - and complex - than many realise.


    If you already have some Gmax experience, Mathias earned our gratitude by re-posting the late Gerard van der Haarst's Low-Poly modeling tutorial here at SOH. It's not for the novice, but it's one the pros refer to: very highly recommended!


    There is one book on Gmax, the Gmax Bible (ISBN 978-0764537578) by Kelly L. Murdock - only available second-hand now afaik.
    Tom
    __________________________________________________ ___________________________________________
    Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7



  3. #3
    Redding Army Airfield Allen's Avatar
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    I've only used Milton C162 tutorial and made a number of aircraft from what I've learned from it.
    "Let Being Helpful Be More Important Than Being Right!" Some SOH Founder.

  4. #4
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    As an ex- draughtsman/design engineer, I create my models using AutoCad for the 3 views from either a 3 view available on the web or from photographs & known dimensions. From this drawing I can then measure the dimensions & create the basic box or cylinder sizes for each object. I prefer it this way as I have not been very successful doing it as described in the basic P38 tutorial. This way I do not need the calibration box. Wings, tail etc are made from cylinders squashed to get the basic aerofoil shape, then poly/point dragged to get a near realistic profile. For taper wings I just reduce the end profile to the required chord size & then position it to suit.
    The slice function can then be used to add 'cuts' that can be manipulated to suit.
    The other thing that is not well explained (at least when I first started in Gmax) was the mirror function, & the use of the dimension boxes at the bottom of the screen.
    Keep saving your work as you progress using a sequence number or letter so that you can keep your past work - most important- as Gmax will leave you suspended when it (or you) cause(s) a glitch & you have to start again!!! This way you only tend to lose you most recent work if it does.
    Good luck & keep going forward as it can be frustrating at times.
    Keith

  5. #5
    Great stuff!
    I would add Gerard's low poli tuto to the list.
    http://www.sim-outhouse.com/sohforum...erard+Tutorial
    Actually, I don't know why it's not stickied.
    Mathias


  6. #6
    Quote Originally Posted by Mathias View Post
    Great stuff!
    I would add Gerard's low poli tuto to the list.
    http://www.sim-outhouse.com/sohforum...erard+Tutorial
    Actually, I don't know why it's not stickied.
    Thank you Mathias for that reminder. I have now "stuck" it. :-)

    For those budding developers who have FSX, can you tell us what the process would be to use Gmax for FSX development, or point to a guide?

    EDIT: I also corrected the picture issue from post #12
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  7. #7

    The dreaded MIRROR Button

    Quote Originally Posted by Dev One View Post
    The other thing that is not well explained (at least when I first started in Gmax) was the mirror function...
    Thank you Keith, that reminds me of the Universal Warning.



    Use the Mirror modifier instead (or there'll be weeping, wailing and gnashing of teeth...).







    If you use the Mirror button you'll get the same result in Gmax (or 3ds Max as here), but when the model is exported to the sim you'll see something like this:-







    YOU HAVE BEEN WARNED!
    Last edited by hairyspin; October 14th, 2017 at 12:47.
    Tom
    __________________________________________________ ___________________________________________
    Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7



  8. #8
    Redding Army Airfield Allen's Avatar
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    Using the wrong mirror function will flip the normals when displayed in CFS2/FSes...
    "Let Being Helpful Be More Important Than Being Right!" Some SOH Founder.

  9. #9
    Quote Originally Posted by hairyspin View Post
    Thank you Keith, that reminds me of the Universal Warning.


    Use the Mirror modifier instead (or there'll be weeping, wailing and gnashing of teeth...).

    Get rid of it - Hold alt + left click and drag the mirror button down, then delete it when prompted.
    ctrl + left click drag will duplicate a button.


    The gmax interface is highly customizable, you can create your own buttons for the most used functions.

    Note: Gmax saves all interface changes automatically, however if you save a custom ui it can be used on different computers or uploaded for others.

    Attachment 77179

  10. #10
    Milton, 3DSMax is free for three years, when you subscribe for a studen account. As far i know it get the -2014 version, totally legal!
    Miro

    AMD FX-8350 @ 4.0 GHz, AMD (GigaByte) Radeon R9 280X Series @ 3GB Video, ATI Radeon SoundCard, GigaByte FX-990GAUD, Samsung 840EVO SSD @ 120GB, WD Caviar Blue @ 1TB

  11. #11
    Not all of us are students Miro, or likely to be again...

    However, many of the tips above apply equally to 3ds Max.
    Tom
    __________________________________________________ ___________________________________________
    Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7



  12. #12
    Quote Originally Posted by Milton Shupe View Post
    There are books for 3DSMax but none for gmax to my knowledge. Concepts are the same.
    There is one other, THE gmax HANDBOOK by Clayton Crooks II/Charles River Media Game Development Series.

    As far as learning Gmax (which I am) I'd say the GMAX Bible is the way to go. But THE gmax HANDBOOK is very game-oriented. It discusses various games at the end chapters, and the Quake III plug=in and LithUnwrap.
    .
    Attached Thumbnails Attached Thumbnails Capture.JPG  
    Website: www.robertgkelley.com
    In theory, there is no difference between theory and practice. But in practice, there is.

  13. #13
    Quote Originally Posted by Hauksbee View Post
    As far as learning Gmax (which I am)...
    And, happily, it's coming along well. I think I understand Transparency and Bump mapping and will put it to the test in the next few days. What I can't find (even in the Gmax Bible) is how to render a frame. (i.e. Frame #1) to check my texture mapping.
    Website: www.robertgkelley.com
    In theory, there is no difference between theory and practice. But in practice, there is.

  14. #14
    Quote Originally Posted by Hauksbee View Post
    And, happily, it's coming along well. I think I understand Transparency and Bump mapping and will put it to the test in the next few days. What I can't find (even in the Gmax Bible) is how to render a frame. (i.e. Frame #1) to check my texture mapping.
    Happy to see new blood coming about the modeling game as we old coots decide to move on.

    My suggestion is to setup your project to export frequently to the sim to check your work.

    Exporting your work or any part of it keeps issues at bay as you make progress.

    Mapping and textures are not required, but once you map, the textures need to go to the sim to avoid parts showing as black. Good way to check mapping and textures as you move forward.

    I am not familiar with your "render a frame" comment. When you export, the parts are shown in the frames appropriate for your in-sim position, i.e. on ground (frames 100-200), or in the air (frame 0-100).

    Maybe an FSX modeler can speak more specifically to your question.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  15. #15
    Quote Originally Posted by Milton Shupe View Post
    Mapping and textures are not required, but once you map, the textures need to go to the sim to avoid parts showing as black. Good way to check mapping and textures as you move forward.

    I am not familiar with your "render a frame" comment. When you export, the parts are shown in the frames appropriate for your in-sim position, i.e. on ground (frames 100-200), or in the air (frame 0-100).
    If I understand you correctly, I need to take my model w/ textures into the sim to see how it will look, to see if the lighting works? The plane I've shown here was done for its own sake in Carrara, and not for use in a sim. But think of it as the lower right-hand window in Gmax: the Perspective Window. I would have used the Arc Rotate tool to position the plane and then rendered a picture using a photo as the background. In many 3D apps, this is called a 'Snapshot', but in Gmax 'Snapshot means a completely different thing. Surely Gmax has a similar function?
    .
    Attached Thumbnails Attached Thumbnails A-S_03.jpg  
    Website: www.robertgkelley.com
    In theory, there is no difference between theory and practice. But in practice, there is.

  16. #16
    Gmax doesn't do renders: it is actually 3ds Max 4.2 with the rendering, file i/o and NURBS removed. Discreet made it that way so it wouldn't destroy sales of Max but could be used with the appropriate gamepack to build game add-ons. We always check our models in FS, there's no alternative when developing with Gmax.

    BTW, if you're trying the P-38 tutorial in the Gmax help files, you should know the model will be backwards in FS: it's because DirectX and Gmax use different coordinate systems, one is left-handed and the other right-handed. Your model should be pointing UP in the Top view to be correct.

    Also, if you hit W you maximise the viewport you're working in. ;-)
    Tom
    __________________________________________________ ___________________________________________
    Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7



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