3ds max 9

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W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: 3ds max 9

Post by W.Darwin »

How much more optimization should I put into this building, it's at 8K faces and 14K Vertices.


I intend to make a good lod work although.

Rhino? Anyone?

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This other one is REALLY Work in progress,

I estimate it might be over in few weeks.

Image


As you might have noticed, the first is The Middle-east hotel, and the other one is Middle-East Tv-House. :)
Last edited by W.Darwin on 2016-03-15 10:47, edited 2 times in total.
Ratface
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Re: 3ds max 9

Post by Ratface »

Nice looking buildings.
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: 3ds max 9

Post by W.Darwin »

Is there a way to fill a triangle hole?

So far my technique was only to add a Vertex to the hole in order to make it square shaped and then bridge 2 edge of it. ?

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CTRifle
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Re: 3ds max 9

Post by CTRifle »

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W.Darwin
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Joined: 2009-03-28 19:05

Re: 3ds max 9

Post by W.Darwin »

I use Yahoo :|
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: 3ds max 9

Post by W.Darwin »

Hello, as you can see at the top of this page, I am currently working on tall modern building.
(Also, if you visit the front page wich I update Daily, you can see my latest and future project)




I see there are only few texture for windows, How does making new texture work? I know DDS file are packed texture. And I don't feel like i know how to modify this or add anything new without making everyone lag in a server.

Can anyone give me insight on this situation?

The goal would be to have simulated texture of windows, such as the models presented in the threadSouth Iran W.I.P

And actually, these new tall building models are designed to fit in this map.

Since the models are from Bf2142 and the textures doesn't really fit the map.
Last edited by W.Darwin on 2016-03-16 02:53, edited 6 times in total.
Rhino
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Re: 3ds max 9

Post by Rhino »

I'm only going to say this once and I'm going to be blunt.

If you truly want to learn how to model then importing the vBF2 Hotel and TV Station and editing them is seriously not the way to go about it, as firstly imported models have tones of issues that require fixing, ideally before you even begin to edit the model as otherwise they are going to create bigger issues down the line, resulting in a pretty much vertical learning curve which trust me, will result in these statics never making it ingame in any truly usable state, and secondly, you are really not learning much by skipping over the key processes.

If you truly want my advice, then I advise you to put all you've done on the back burner at the very least, and start with a brand new and a small, simple structure, like the shed in my tutorial, but main point is just to have a very simple structure and the simpler the better, not some kind of modern house with funny curved walls and roofs and certainly not a huge skyscraper, something really basic (would be worth posting ref pictures of something you plan to make to get feedback on how hard it is to make it before starting even, as well as how useful it is for mappers since as a static modeller, you should be working directly with the mappers, finding out what they need and making it, rather than making stuff and hoping they can use it), and finish it from start to finish being 100% focused on it and nothing else, with getting feedback on it in these forums to ensure there are no errors with it, and any errors there are with it you can fix up, or at least learn from for doing your next static.

Finally take note that it is seriously not worth my time on giving you any more feedback on your current method of working so I will not be giving you any more feedback unless you follow my advice.

Cheers.
Image
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: 3ds max 9

Post by W.Darwin »

What about this :D Image


There is a Big one with a small interior place at the ground level
But a plain rooftop
Image

Image


And there is the smaller one with the roof top usual stuff like electric panel and blabla, but with no interior space at the bottom
Image

Image

Image






And about the modified Middle-east Hotel, I can confirm xD I had to Wield all the vertex again. The job was super long.

But I can send you the .MAX file of the Japanese hotel I made, I looked at the model and everything , I sure need some work on it still, but Its all getting wind-up ;)

I learned the basic, thank you Rhino, but now I know what i'm doing.

I studied your Muttrah apartment and how they are made in division, I intended to upload my Skyscrappers stactics into 2-3 different parts.

The only feedback I am asking for is your expertise.

You probably know what is the maximum Tri reasonnable to make a building. Related on the size of it. So I was just asking for that. Btw, This Skyscrapper model I sent you is made of 1670 faces. :)



At least come back and give me some feedback on that Rhino sculpture :D
Image







Also, what is wrong with my modern house ): you dont like it
Last edited by W.Darwin on 2016-03-16 04:54, edited 8 times in total.
Rhino
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Re: 3ds max 9

Post by Rhino »

W.Darwin wrote:Also, what is wrong with my modern house ): you dont like it
They are filled with tones of errors that will take for ever to fix (with some only becoming apparent after you've finished making the model) from making them off of imported meshes, which even your last building still has quite a few elements of the vBF2 TV station in it. Just trust me when I say your far better off making statics totally from scratch, at least when your learning the ropes, further down the line once you've learnt all the areas you can look at editing vBF2 statics but its something I even avoid doing now where possible.

And lol at the Rhino :p
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W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: 3ds max 9

Post by W.Darwin »

Copy, I'll stick with the OC stuff for now. But wait, the modern house I built was built from scratch

Image

Its far from done tho. And might not look so good so far.
I am into the sky scrappers right now anyway


I will send a .MAX file to this thread in the next week with 3 different models of skyscrappers in it.
I can texturize without problem I find it easy, the problem is I'm not sure yet what Turkish-Moose is using for texture pack.

(Also we might want to integrate a new texture pack .. I don't know ??? )

(I can also paint textures on photoshop, I'm good with it, no problems with the idea of making a new texture pack myself)


I'll upload un-texturized models with the Lods and Cols.

There will be a O-Shape(this model), a L-Shape and a l-Shape

If all goes well I might make a unique B)



At last, apart from being unwielded (by the way, is it important that everything be wielded?) is there any other inconveniant to import ?
I had Texture warning when loading the meshes..
Other than that.

But I admit, re-wielding the whole thing is the work of a monk.
Last edited by W.Darwin on 2016-03-16 06:36, edited 8 times in total.
mries
Posts: 475
Joined: 2013-06-30 16:16

Re: 3ds max 9

Post by mries »

Well, I do like your enthusiasm!
I have 0 experience at all but I hope you will be able to finish some.
Image

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W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: 3ds max 9

Post by W.Darwin »

[Update] 2 out of 3 Tall building built.

Image

Specification
Skyscrapper:
3888 Tri

Square Top building:
2011 Tri



Every buildings is subject to modification.
Your opinion might influence the outcome of those building.

Any constructive opinion are welcomed
The building to the left doesn't count. I consider them Medium sized building.
Basically, the tall buildings are unique statics, like mosque & other big structure and should only be placed once in a map.
Soon the long work will begin, Lod, Col, Export.

It should be done by this week-end. :)

I resized the l-Shape building

Image

It seems more reasonnable this way
There is a Jeep as a dimension reference in the frame.
Last edited by W.Darwin on 2016-03-16 21:18, edited 5 times in total.
It was nice ^^
Ratface
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Re: 3ds max 9

Post by Ratface »

I'm really not sure how many times I've got to tell you, but faces don't really matter to us. We only care about the number of triangles. You could have a one face object that has thousands of triangles, a face is defined as a set of closed verticies.

Right click the top left of you view-port, configure, statistics, then check triangles as well as see count in viewport (or something like that).
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: 3ds max 9

Post by W.Darwin »

In a scene with 3 small skyscrappers, 1 big and the Square top building, i'm at 10k Polygon
(Before work of optimisation)
(everything also being LOD0)
Image

[Updated post]

Tri count is reducing fast :D

Image






Hey, How is it that when I do ''Edit triangulation'' and click on ''Turn''

The tris I click on seems to dissapear but the tri number stay the same, what happens?
















[Edit]
Woh haha, I just looked at the tri of the Middle-East Hotel and it has more Tris alone than my 3 buildings together xD

I was concerned about performance so I made as simple as possible xD I guess I can put some more d?tails in that now

Stats:

5720 Tris for my buildings (only considering LOD0)

6153 Tris for M-E Hotel (only considering LOD0)
Last edited by W.Darwin on 2016-03-17 02:03, edited 10 times in total.
It was nice ^^
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: 3ds max 9

Post by W.Darwin »

Hey, Rhino, or anyone.

I got a question, When building stuff, do you need to Wield EVERYTHING or these kind of loose vertex are good to go?

Image








Also, Update on the Scrappers :D

Image
Last edited by W.Darwin on 2016-03-17 05:26, edited 1 time in total.
It was nice ^^
Rhino
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Posts: 47909
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Re: 3ds max 9

Post by Rhino »

[R-DEV]Rhino wrote:I'm only going to say this once and I'm going to be blunt.

If you truly want to learn how to model then importing the vBF2 Hotel and TV Station and editing them is seriously not the way to go about it, as firstly imported models have tones of issues that require fixing, ideally before you even begin to edit the model as otherwise they are going to create bigger issues down the line, resulting in a pretty much vertical learning curve which trust me, will result in these statics never making it ingame in any truly usable state, and secondly, you are really not learning much by skipping over the key processes.

If you truly want my advice, then I advise you to put all you've done on the back burner at the very least, and start with a brand new and a small, simple structure, like the shed in my tutorial, but main point is just to have a very simple structure and the simpler the better, not some kind of modern house with funny curved walls and roofs and certainly not a huge skyscraper, something really basic (would be worth posting ref pictures of something you plan to make to get feedback on how hard it is to make it before starting even, as well as how useful it is for mappers since as a static modeller, you should be working directly with the mappers, finding out what they need and making it, rather than making stuff and hoping they can use it), and finish it from start to finish being 100% focused on it and nothing else, with getting feedback on it in these forums to ensure there are no errors with it, and any errors there are with it you can fix up, or at least learn from for doing your next static.

Finally take note that it is seriously not worth my time on giving you any more feedback on your current method of working so I will not be giving you any more feedback unless you follow my advice.

Cheers.
and: https://www.realitymod.com/forum/f189-m ... cture.html
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W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: 3ds max 9

Post by W.Darwin »

Finally take note that it is seriously not worth my time on giving you any more feedback on your current method of working so I will not be giving you any more feedback unless you follow my advice.
Yes, but my ''method of working'' you refered to was about editing existing building.

All of these are original work and nothing was gathered from other structure. I even deleted the TV-House roof top on my other 6 Faced building.

I'll just presume everything need's to be wielded. D:
Last edited by W.Darwin on 2016-03-17 05:58, edited 1 time in total.
It was nice ^^
Rhino
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Re: 3ds max 9

Post by Rhino »

[R-DEV]Rhino wrote:and start with a brand new and a small, simple structure, like the shed in my tutorial, but main point is just to have a very simple structure and the simpler the better, not some kind of modern house with funny curved walls and roofs and certainly not a huge skyscraper, something really basic (would be worth posting ref pictures of something you plan to make to get feedback on how hard it is to make it before starting even, as well as how useful it is for mappers since as a static modeller, you should be working directly with the mappers, finding out what they need and making it, rather than making stuff and hoping they can use it), and finish it from start to finish being 100% focused on it and nothing else, with getting feedback on it in these forums to ensure there are no errors with it, and any errors there are with it you can fix up, or at least learn from for doing your next static.
1234567
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W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: 3ds max 9

Post by W.Darwin »

Is that the maximum number of tri allowed for a meshe?
Last edited by W.Darwin on 2016-03-17 09:18, edited 1 time in total.
It was nice ^^
Rhino
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Re: 3ds max 9

Post by Rhino »

no, there is just a character limit to posting of 7 characters...
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