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How to export from 3ds Max the 3 isometric views to a vector (SVG) based file?

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Message 1 of 7
raymond98P45
3059 Views, 6 Replies

How to export from 3ds Max the 3 isometric views to a vector (SVG) based file?

 

I am attempting to have these 3 images as perfect (zoomable) as possible. They are currently JPEG.

 

Susceptible to PixelationSusceptible to Pixelation

 

I tried exporting a view to Illustrator and the resulting was not encouraging.

 

TIA,

 

-Ramon F. Herrera
JFK Numbers

 

6 REPLIES 6
Message 2 of 7
raymond98P45
in reply to: raymond98P45

See below what I have so far. I exported the 3ds Max model to AutoCAD. Those are screenshots. My target file format is SVG (Adobe Illustrator), once in that format an artist will make the 3 images very attractive AND scalable with no loss of quality.

 

TSBD Front: Most Iportant ViewTSBD Front: Most Iportant View

 

Bird's View is where the action beginsBird's View is where the action begins

 

Finally, the Left View of the infamous TSBD:

 

That is the West WallThat is the West Wall

 

 

TIA,

 

-Ramon
JFK Numbers

 

Message 3 of 7
jon.bell
in reply to: raymond98P45

Hello,

 

Thanks for your question! 3ds Max doesn't have a native way to export what is effectively a rasterized viewport image to a vector format. However, here are a couple of hacks you might try:

 

  1. If you can use Adobe Illustrator's "auto-trace" feature to draw vector lines around distinctive solid-shaded shapes in your scene, what you could do is apply random object colors to your scene geometry, then render high-resolution ISO view images from each desired viewport, load those files into AI and then auto-trace over them.
  2. Alternatively, you might be able to select all your scene geometry, apply an X-Form modifier to it, then "squash" down your geometry so that it appears as a flat, 2D image. (You'd have to do this differently for each viewport, depending on the axis that needs flattening.) Export one set of flattened geometry as a file that AI can read, then you may be able to work with those lines (or trace over them) to get the results you want.

Please let us know if this helps!



Jon A. Bell
Senior Technical Support Specialist, 3ds Max
Message 4 of 7
raymond98P45
in reply to: jon.bell


@jon.bell wrote:

Hello,

 

Thanks for your question! 3ds Max doesn't have a native way to export what is effectively a rasterized viewport image to a vector format. However, here are a couple of hacks you might try:

 

  1. If you can use Adobe Illustrator's "auto-trace" feature to draw vector lines around distinctive solid-shaded shapes in your scene, what you could do is apply random object colors to your scene geometry, then render high-resolution ISO view images from each desired viewport, load those files into AI and then auto-trace over them.
  2. Alternatively, you might be able to select all your scene geometry, apply an X-Form modifier to it, then "squash" down your geometry so that it appears as a flat, 2D image. (You'd have to do this differently for each viewport, depending on the axis that needs flattening.) Export one set of flattened geometry as a file that AI can read, then you may be able to work with those lines (or trace over them) to get the results you want.

Please let us know if this helps!


 

Jon:

I am very glad that somebody finally replied. I was, as we speak, writing a project to be posted in the Freelancer web site.

 

My model is rather large (see some fractions below, and that is only one building), with V-ray. The rendering is a mixed blessing: increases beauty but also file size.

 

Therefore, it is clear that your option (2) is the way to go. Right?

 

-Ramon F Herrera
JFK Numbers

 

Real TSBD and ModelReal TSBD and Model

 

Improved Brick RenderImproved Brick Render

 

Message 5 of 7
raymond98P45
in reply to: jon.bell

 

The SVG images will replace theses ones which are JPEGs:

 

Robertson Measurement Tool 

 

Use the mouse wheel for zooming.


-Ramon
JFK Numbers

 

Message 6 of 7
raymond98P45
in reply to: jon.bell

 


@jon.bell wrote:
  1. Alternatively, you might be able to select all your scene geometry, apply an X-Form modifier to it, then "squash" down your geometry so that it appears as a flat, 2D image. (You'd have to do this differently for each viewport, depending on the axis that needs flattening.) Export one set of flattened geometry as a file that AI can read, then you may be able to work with those lines (or trace over them) to get the results you want.

Please let us know if this helps!


I am sorry for being such a newbie. I have seen comments about the X-Form modifier (which must be very helpful, I am going to read about it) but this is the first time that I use it.

 

My problem is that I don't know how to "squash" a model/view?

 

TIA,

 

-Ramon

JFK Numbers

 

Message 7 of 7
raymond98P45
in reply to: raymond98P45


@raymond98P45 wrote:

 




I am sorry for being such a newbie. I have seen comments about the X-Form modifier (which must be very helpful, I am going to read about it) but this is the first time that I use it.

 

My problem is that I don't know how to "squash" a model/view?

 

TIA,

 

-Ramon

JFK Numbers

 


 

Actually, after watching a YouTube video, I found out that what I need is the "gizmo" option, followed by scale to zero thickness. I hope this is the right track. See image.

 

My next doubt is about the rendering. Which one is better in order to achieve the top 2D attractiveness? All my models have Standard Material (yes, I know that it is outdated) and V-Ray versions.

 

-Ramon
JFK Numbers

 

 

Like a pancakeLike a pancake

 

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