Learning 3D, Questions |
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Learning 3D, Questions |
Jun 16 2008, 07:06 PM
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#1
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The Islander Member of Graphics Dept. Posts: 365 Joined: 31-January 05 From: Queens, NY |
Instead of a nice girl like in tut, got Shaquille O'Neal.
When converted to poly or mesh, tons of vertices appeared (why?), had to edit as a patch. Mesh smooth did not work well either because of it. Is there a way in Max to stop a process, if I know I’ve made a mistake? (Ctrl+Alt+Delete doesn’t work) HeadTake2.png ( 241.18k ) Number of downloads: 22 |
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Jun 16 2008, 07:40 PM
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#2
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
when you have a surface modifier there is a section in the parameters that says 'Patch Topology' the steps are too high. set it to 0 or 1. but the higher the number the more subdivisions you will have.
as far as the seam in the middle it seems to me that you did not scale the middle edge verticies. when you have the half face selected and vertex sub-object selected. Drag a selection box around center face vertices ONLY. select scale. make sure "Use Selection Center" is the mode you have as well. (right side of the word 'View' in the drop down box. Grab just the X on the Transform Gizmo and pull to the left, till 1 or 0 then mirror and weld the common verticies. I would never recommend you use mesh or turbo smooth on something that is not a low poly build. and with the surface steps set to 5 it is not low when you mirror use instance. so when you change some part of the geometry on one side it also changes the other saving you a lot of work. you can make it unique real easily before you attach the other half. no there is no way to stop the processes some times just try not to get to carried away with the polys looks real good for an O'neal This post has been edited by Sir-Kill: Jun 16 2008, 07:45 PM -------------------- |
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Jun 17 2008, 01:18 AM
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#3
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The Islander Member of Graphics Dept. Posts: 365 Joined: 31-January 05 From: Queens, NY |
Yep, it is much better now, thanks !
One more Q. about missing files : Mtl libraries, what should I have? I’ve heard ppl download it from official site or somewhere else. (while rendering with texture it did ask me about UVW coordinates this time, so will try to read about it, sounds too complicated) Head02.png ( 281.69k ) Number of downloads: 11 |
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Jun 17 2008, 03:23 AM
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#4
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
material lib's. are imo your bitmaps and procedural textures. of the later things like cellular, noise, and dent are some nice 3d types then there are also 2d types too; checker, bitmaps, tiles.
you can download simbiontMax they are real nice but take a lot of time to render. quick dirt is another. any time you you have 2d maps on odd shapes it will give that warning. 3ds does not know how to map it correctly you will have to tell it. the face is a very complex thing to do right so don't kill yourself trying to get it right the first time out just focus steps and concept of the construction process. but I'll tell you what, that is looking pretty damn good keep it up! -------------------- |
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Jun 17 2008, 03:24 PM
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#5
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The Islander Member of Graphics Dept. Posts: 365 Joined: 31-January 05 From: Queens, NY |
Evolution of my plant
Used UVW coordinates in this! I think for the leaf texture (have to go back to tut and check ) Plant1.png ( 567.37k ) Number of downloads: 13 |
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Jun 17 2008, 03:55 PM
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#6
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3ds Max Mage Mod Developer Posts: 663 Joined: 25-December 05 From: Slovensko |
Not bad at all.
About Mtl libraries - it´s just an .mtl file which stores informations about your currently used bitmaps and materials. After its creation you can freely use it in any scene you want, just pick it up from Material Editor. Of course, it contains not the bitmaps and materials itself, more like references to these. So if you move your bitmaps texture files somewhere else and won´t let Max know about their new location, it will always show you a pop-up window with a warning message it´s missing them. Then you´ll have to learn him their new loaction... No big deal either. -------------------- Valiant
Tower Of Deception creator. |
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Jun 17 2008, 04:07 PM
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#7
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
nice, how did you create that? polygonal, spline, other?
you may be interested in Adobe Photoshop Normal Map and DDS Authoring Plug-ins this will take any texture and change it to a 'normal bump' map it is another way to add bumps to your textures. look up bump mapping for more info. thanks for the clarification Val, I never use them so I was not sure. This post has been edited by Sir-Kill: Jun 17 2008, 04:11 PM -------------------- |
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Jun 17 2008, 06:03 PM
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#8
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The Islander Member of Graphics Dept. Posts: 365 Joined: 31-January 05 From: Queens, NY |
I know, I supposed to learn how to create textures myself
I am interested in Mtl libs because, since the help file is missing in my version of max, original Mtl libs probably (almost sure) too. When I choose materials in Mat. Editor there are a lot of textures marked red (brick, concrete and other building materials). For the plant followed the tut form 3dtotal.com called "Modeling a Plant" by Thomas Rinsch (bmp. Ref picture,- create plane,- convert to editable poly ... then stuff started that I don’t understand yet) This post has been edited by HERD: Jun 17 2008, 06:06 PM |
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Jun 17 2008, 08:14 PM
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#9
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
red? do you mean little red flags next to the words instead of green ones? if so that does not mean you cant use them. actually I am not sure why they are red.
there are buttons at the top to change view (just like windows explorer's icon, list, details) -------------------- |
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Jun 17 2008, 09:58 PM
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#10
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The Islander Member of Graphics Dept. Posts: 365 Joined: 31-January 05 From: Queens, NY |
That is it, little red flags.
Why I do not see brick texture then? Will check max folders with the explorer to make sure. Edit: Checked, have 17 mat lib files. This post has been edited by HERD: Jun 17 2008, 10:24 PM |
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Jun 17 2008, 11:11 PM
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#11
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
good to see that you have them.
like I said tho you can change the view max mat. editor from list to small icon to thumbnail. look for the buttons near the very top. -------------------- |
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Jun 19 2008, 01:10 AM
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#12
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The Islander Member of Graphics Dept. Posts: 365 Joined: 31-January 05 From: Queens, NY |
Here she is, Miss America!
Sorry, I am too tired to make her even a little more digestible. MA.png ( 170.48k ) Number of downloads: 12 MAL.png ( 274.42k ) Number of downloads: 12 I love this tutorial, hope there are more like it. Pure fun. Haven't eaten in 3 days. Already have a hated tool though - "snap". I always afraid that it did not work, and why do you need it, if there are "move +weld"? |
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Jun 19 2008, 12:29 PM
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#13
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
looks good!
eat something, there is more and better heh snap does suck when I am drawing out splines I hold down SHIFT. this will constrain to right angles from your last vertex. This post has been edited by Sir-Kill: Jun 19 2008, 12:55 PM -------------------- |
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Jun 19 2008, 12:30 PM
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#14
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3ds Max Mage Mod Developer Posts: 663 Joined: 25-December 05 From: Slovensko |
pure truth, I hate snap tool, too...
-------------------- Valiant
Tower Of Deception creator. |
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Jun 19 2008, 12:55 PM
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#15
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The Islander Member of Graphics Dept. Posts: 365 Joined: 31-January 05 From: Queens, NY |
I really want to try to model a house in BG standard to see what skills I’ll need the most.
SK, maybe you will send me or upload a max file with a box in the right angle and right camera (lighting)? |
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Jun 19 2008, 01:56 PM
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#16
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
Val and I have been trying to work out some standards but this does not follow them. it is just very basic it will give you a simple start.
note I have taken one boxes vertical edges and chamfered them to give them a not so sharp corner. -------------------- |
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Jun 25 2008, 02:04 PM
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#17
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The Islander Member of Graphics Dept. Posts: 365 Joined: 31-January 05 From: Queens, NY |
SK, do you know how to make screenshots when in 3d max and where to find them later?
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Jun 25 2008, 02:24 PM
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#18
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
if you hit the print screen button it is saved on the mswin clipboard.
I mostly use psp but I think you use PS right? I just paste as a new image in psp. but with photoshop just make a new image and paste as a new layer. -------------------- |
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Jun 25 2008, 02:39 PM
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#19
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The Islander Member of Graphics Dept. Posts: 365 Joined: 31-January 05 From: Queens, NY |
Oh yes, I remember using it once, mswin clipboard - you open it with "paint", right?
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Jun 25 2008, 02:43 PM
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#20
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
I would not do it in paint. paste it using psp or ps then just save as
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