Jump back to modelling section.
Jump to MXI texture creation section.
Jump to Maxwell Studio section.
Open 3DStudio Max. Click the customize tab and select 'Unit setup'.
Check the Display Units and System Unit Setup are set as follows.
Go to the File menu and select import. Change the file type to 'WaveFront Object (.obj)' and locate the X100.obj file.
Confirm the import options.
Select the base scale cube and right click in the viewport. Select 'Properties' and check the dimensions = 1m x 1m x 1m.
If the base scale cube is not the correct dimensions, check you haven't exported the camera from Blender.
We need to load up a background image to use for the camera match.
Now go to the View menu and select 'Viewport background'.
Press the 'Files' button and load the background photo. Change the aspect ratio to 'Match Rendering Output'
Change the viewport to 'Perspective' and press OK to confirm.
Press F10 to open the render dialogue. Set the assigned Production renderer to Maxwell.
Change the width and height to match the image resolution, 800 x 600 in this case.
Press the 'CamPoint' button and left click in the top viewport, over the top right hand corner of the desk.
Use the other viewports and transform the CamPoint to the corner of the desk. Rename the CamPoint 'desk-corner-top'.
Add another Cam-Point for the bottom corner of the desk and rename it accordingly.
Repeat for the other parts of the desk, the door frame and the lights, renaming them accordingly.
Switch to the Utilities tab and select Camera Match. All the CamPoints we've created will be listed here.
In the Perspective viewport, pan the view so the scene objects are not obstructing the background image.
Maximize the viewport to help with assigning the CamPoint positions.
Select the first CamPoint in the list and press the 'Assign Position' button.
Left click in the perspective viewport, over the relevant place on the background and repeat for each of the cam points.
Position assigned CamPoints, will appear as green crosses in the viewport and the current selected point, appears as a red cross.
After the final position has been assigned, press the 'Assign Position' button again, to turn it off. Then press the 'Create Camera' button.
Switch the perspective viewport to the new Camera and check the match.
If need be, tweak the positions of the CamPoints and re-create the matched camera.
When you're happy with the match, press M to open the material editor.
Change the Standard material type to 'Maxwell Diffuse'. Select all objects in the scene and assign the material to them.
Next assign an MXS file path and name in the render dialogue. (F10, System tab).
Select the Camera created in the Cam Match and press render.
Jump back to modelling section.
Jump to MXI texture creation section.
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Tim Ellis. 2007 tim.ellis@emp3d.com