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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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Jul 7 2008, 12:40 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 building your scene you can zoom (field of view button located lower right when camera VP selected) in or out and change your render size to fit your needs. but this should be fairly early on.
the zooming will change the size of your objects thus scaling the scene. my basic scene setup: determine scene size. the aprox size of area you want to create. determined by renderer menu (F10). max bg size 60x80 (X64) but do you really want it that big? is it indoor or out. if out, you can use those photometric IES Sun lights. it is not 100% accurate but very close and real fast when rendering. if indoors use multiple omni lights. wherever the scene needs one you will have to set the attenuation for them. the far attenuation is probably the most important, setting the start and end closer together will give you a harder edge to the light, so you will probably want to space them apart for a soft edge. then there is also decay you can set this to whichever you need. (set somewhere betweenf the near and far end settings in attenuation I like inverse square cuts it off quick but you can pick inverse or even none. important under shadow parameters rollout: if you set the color or density less than 0,0,0 black and 1.0 the light will start to go through solid objects. now so you do not have 100% black shadows I found that no less than .8 can still work. ok so scale is done by eye but val and I have been discussing a standard or a way to standardize scene development. I have not actually tried it yet but in theory it should work. maybe val has tried this and can say how well it works or not however in the mean time: door height is more important than roof line or a second story starts. on a square/rectangle building a uvw box modifier with settings of 10,10,10 will stay at that setting even if you determine that you roof height is too tall. just grab some of those top vertices and bring them down. the stone texture will not stretch or compress and this is important when using a stone/brick texture since they should have some uniformity (then you add in randomness things that slow rendering: poly count, shadow type (stick with speed shadow or shadow map since bg does not require photo realism ), texture size, and render size. on render size and large areas: once your scene is fairly set where you like it you do not have to render the whole thing. you can use crop. crop is located on the main tool bar all the way to the right (drag left on the toolbar to see more) from a pulldown menu (default is view). select the viewport (camera), select crop from the pull down menu, then click the teapot (quick render production) button. this will place a crop box in that viewport this is sometimes invisible do a left click drag in center of viewport to see). you can move and resize that box, then click OK. it will render the size you have set but only that portion that is in the cropped section. change it back to view to render the whole scene again. This post has been edited by Sir-Kill: Jul 7 2008, 01:20 PM -------------------- |
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HERD Learning 3D Jun 16 2008, 07:06 PM
Sir-Kill when you have a surface modifier there is a sectio... Jun 16 2008, 07:40 PM
HERD Yep, it is much better now, thanks !
One more ... Jun 17 2008, 01:18 AM
Sir-Kill material lib's. are imo your bitmaps and proce... Jun 17 2008, 03:23 AM
HERD Evolution of my plant
Used UVW coordinates in this... Jun 17 2008, 03:24 PM
Valiant Not bad at all.
About Mtl libraries - it´s just... Jun 17 2008, 03:55 PM
Sir-Kill nice, how did you create that? polygonal, spline, ... Jun 17 2008, 04:07 PM
HERD I know, I supposed to learn how to create textures... Jun 17 2008, 06:03 PM
Sir-Kill red? do you mean little red flags next to the word... Jun 17 2008, 08:14 PM
HERD That is it, little red flags.
Why I do not see bri... Jun 17 2008, 09:58 PM
Sir-Kill good to see that you have them.
like I said tho yo... Jun 17 2008, 11:11 PM
HERD Here she is, Miss America!
Sorry, I am too ti... Jun 19 2008, 01:10 AM
Sir-Kill looks good!
eat something, there is more and b... Jun 19 2008, 12:29 PM
Valiant pure truth, I hate snap tool, too... Jun 19 2008, 12:30 PM
HERD I really want to try to model a house in BG standa... Jun 19 2008, 12:55 PM
Sir-Kill Val and I have been trying to work out some standa... Jun 19 2008, 01:56 PM
HERD SK, do you know how to make screenshots when in 3d... Jun 25 2008, 02:04 PM
Sir-Kill if you hit the print screen button it is saved on ... Jun 25 2008, 02:24 PM
HERD Oh yes, I remember using it once, mswin clipboard ... Jun 25 2008, 02:39 PM
Sir-Kill I would not do it in paint. paste it using psp or ... Jun 25 2008, 02:43 PM
HERD ... and I need it right away:
what the hell did I ... Jun 28 2008, 04:16 PM
Valiant Well, I see you have converted original sphere to ... Jun 28 2008, 07:35 PM
HERD This is too, but the main thing turned out to be ... Jun 28 2008, 07:47 PM
Valiant True, X-Ray mod does this too, I totally forgot...... Jun 28 2008, 07:57 PM
HERD That would be nice, but I don't think I should... Jun 28 2008, 08:26 PM
Sir-Kill hehe I hit that X alt X thing before, gave me hour... Jun 29 2008, 12:57 AM
HERD I was complaining about it in "it is just a ... Jun 29 2008, 11:29 AM
Sir-Kill it is closer to an explosion than a box, you have ... Jun 29 2008, 12:32 PM
HERD Question about BG standarts
As I understand, it... Jul 7 2008, 08:53 AM
HERD
Exactly what I thought, that the smallest door th... Jul 7 2008, 03:46 PM
Sir-Kill yes merge is very powerful, unlike import it also ... Jul 7 2008, 04:18 PM
Valiant ...reading very sporadicaly, I´m on holiday - wha... Jul 8 2008, 03:00 PM
Sir-Kill enjoy your holiday.
either create plane or use ba... Jul 8 2008, 03:34 PM
Valiant I would say to create the plane. This is the way I... Jul 9 2008, 07:16 PM
Sir-Kill so you did get it to work that way? cool. Jul 9 2008, 07:29 PM
HERD Gotta be real dimentions :
X/Z/Y, if not , never m... Jul 12 2008, 10:21 AM
HERD Is Mac really better now?
(Have to go with the flo... Sep 12 2008, 02:07 PM
Sir-Kill what? Sep 12 2008, 02:50 PM
HERD Apple, said to be better for graphics :closedeyes... Sep 12 2008, 03:11 PM
Sir-Kill ah, well 3ds only works on M$ iirc, however I... Sep 12 2008, 03:43 PM
HERD
Texturing is getting better
Size turned out to b... Oct 3 2008, 06:48 PM
Sir-Kill comming along real nice :)
texture or model size?... Oct 3 2008, 09:21 PM
HERD
Will try.
Q: When using Stucco, do I need a bum... Oct 3 2008, 10:19 PM
Sir-Kill need a bump? no but they look better if so, Ill ex... Oct 4 2008, 01:27 PM
Sir-Kill addendum:
here is 2 sets of noise and they get pr... Oct 4 2008, 02:44 PM
HERD I guess I took too complicated stone texture to be... Oct 5 2008, 08:45 PM
Sir-Kill no it was probably my fault, there is a lot of var... Oct 5 2008, 10:55 PM
HERD Stone started to work, kinda.
Tried to ruin the to... Oct 6 2008, 03:00 PM
Valiant Yep, HERD, that´s a good one for the start. About... Oct 6 2008, 03:33 PM
HERD Thanks for the advice, can't use it yet, - don... Oct 6 2008, 05:13 PM
HERD Somebody asked for ref pictures, here are some:
Oct 6 2008, 05:49 PM
Sir-Kill well with everything 3d there is more than one way... Oct 6 2008, 05:50 PM
HERD SK, when you have time, could you explain how to d... Oct 6 2008, 05:57 PM
Sir-Kill why dont you paste a pic showing where you want th... Oct 6 2008, 07:11 PM
HERD I want a hole in the wall and a chipped corner :)... Oct 6 2008, 07:37 PM
Sir-Kill does the hole go all the way through or is it just... Oct 6 2008, 08:20 PM
HERD huge bashed portion
DL wanted his walls ruined, t... Oct 6 2008, 08:42 PM
Sir-Kill it looked mostly like a good solid build but I add... Oct 7 2008, 12:49 AM
HERD Thanks , now I have a lot of new stuff to study.
J... Oct 7 2008, 01:11 AM
Sir-Kill if I was not so busy with RL I would have gotten b... Oct 7 2008, 01:29 AM
Valiant Yep, SK is right, boolean operator and some chunk ... Oct 7 2008, 07:55 AM
HERD Everything works, except for the SpeedTree (failed... Oct 8 2008, 01:01 AM
Sir-Kill speedtree is the way to go if you trees are to hav... Oct 8 2008, 02:42 AM
HERD Having fun with plants :)
Q: What tool/modifier ... Oct 13 2008, 07:20 PM
Sir-Kill nice tomatoes, the plant part should not concern y... Oct 13 2008, 11:41 PM
HERD
I made them bigger, so you could see, those are s... Oct 14 2008, 12:07 AM
Sir-Kill ah I see strawberries now. :)
so you want the soi... Oct 14 2008, 01:30 PM
HERD Mix map, mix channel sounds too difficult, without... Oct 14 2008, 09:21 PM
Sir-Kill is that mine? if so I just made a 2d texture using... Oct 14 2008, 09:31 PM
HERD Yes, will try
Usualy I make sure they look goo... Oct 14 2008, 09:47 PM
Sir-Kill tool for what? making seamless textures? best I ca... Oct 14 2008, 10:09 PM
HERD Found tutorial, not exactly a tool, but still
post... Oct 14 2008, 10:12 PM
HERD Dosn't look old yet, - looks like a cow with s... Oct 14 2008, 11:03 PM
Sir-Kill it is coming along nicely.
did you use a bump map... Oct 14 2008, 11:41 PM
HERD Yes, bump on glass, love them
Now collecting nice ... Oct 15 2008, 02:06 AM
Sir-Kill are you using raytrace for the reflections? if not... Oct 15 2008, 12:36 PM
Sir-Kill look in to displace (WSM), displace approx, and di... Oct 15 2008, 02:59 PM
HERD Thanks!
Yes, I am using Raytrace (actually thi... Oct 15 2008, 06:53 PM
Sir-Kill there is a way to make the raytraced material a re... Oct 15 2008, 07:27 PM
Valiant About the old houses - here´s the one I made a fe... Oct 18 2008, 07:21 AM
Sir-Kill yeah that is a great replica of a SoA house.
no I... Oct 18 2008, 03:13 PM
HERD Did not have enough time and skill to follow throu... Oct 20 2008, 08:10 PM
HERD Grass and Sand
Grass and Stone
Oct 20 2008, 08:43 PM
Sir-Kill looks good whats the poly count? its got to be hig... Oct 20 2008, 08:47 PM
HERD what it says in tut
don't know how to count p... Oct 20 2008, 09:17 PM
Sir-Kill that is a lot.
2 ways 1. select object and hit 7 ... Oct 21 2008, 02:12 AM
HERD Remembered about "Lather" tool, made a t... Nov 4 2008, 08:15 PM
Sir-Kill I kind of liked the first image better (blue windo... Nov 4 2008, 10:35 PM
HERD
This is in no way a finished product, just learni... Nov 5 2008, 12:19 AM
Sir-Kill those are oblivion's plants. I thought you had... Nov 5 2008, 03:56 AM
Sir-Kill EDITED last post
top VP not left/front
also added... Nov 5 2008, 01:45 PM
Sir-Kill A note about lathe:
when you make your spline make... Nov 8 2008, 04:17 PM
HERD I like lather because it seems that models made wi... Nov 12 2008, 05:56 AM
Sir-Kill could be done a couple of different ways. but this... Nov 12 2008, 01:02 PM
HERD It is hard to find a good wood texture, so I thoug... Nov 12 2008, 10:11 PM
Sir-Kill oh I though you were making all in 3d.
as far as i... Nov 13 2008, 01:55 AM
HERD
What is ie ? :blush: Nov 14 2008, 11:28 AM
Sir-Kill infinity engine what bg uses Nov 14 2008, 12:50 PM
Baronius or internet explorer what SK not uses :D Nov 14 2008, 05:25 PM![]() ![]() |
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