[Question] quick 3dmax question

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77SiCaRiO77
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[Question] quick 3dmax question

Post by 77SiCaRiO77 »

how do i make the reference pictures (front , top , rear ,etc) looks better when modeling ? they looks very low detailed , and is almos impossible to use them as reference since they are all "pixelated" .
mrmong
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Post by mrmong »

actual files could either be too big or too small, there are other ways to make em better too
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Desertfox
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Post by Desertfox »

Make sure that the plane is the same size as the picture.
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Vaiski
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Post by Vaiski »

Go to Customize > Preferences > Viewports > Confugure Driver

There should be settings called ‘Background Texture Size’ and ‘Download Texture Size’. Set them both to max setting it allows (probably 1024 and 512).

You can try if the ‘Match Bitmap Size as Closely as Possible’ option helps

You’ll probably have to restart max before any of these take effect.
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77SiCaRiO77
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Post by 77SiCaRiO77 »

thats the solution!

thanks vaiski :D
Z-trooper
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Post by Z-trooper »

[R-DEV]Vaiski wrote:Go to Customize > Preferences > Viewports > Confugure Driver

There should be settings called ‘Background Texture Size’ and ‘Download Texture Size’. Set them both to max setting it allows (probably 1024 and 512).

You can try if the ‘Match Bitmap Size as Closely as Possible’ option helps

You’ll probably have to restart max before any of these take effect.
you always have the answers :) thanks mate. I've always thought it just made it look crappy in the viewports because it was a work space...
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"Without geometry, life is pointless"
Z-trooper
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Post by Z-trooper »

... you have just made my modeling life soooooo much easier. Now there will be fewer guesstimations :D it helps soo much. got any other tips while you are at it?

EDIT:

oh no :( now a voice in my head forces me to update all my models to be more accurate..
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"Without geometry, life is pointless"
Vaiski
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Post by Vaiski »

No problem :)
Z-trooper wrote:got any other tips while you are at it?
Hehe, can't really think of any :p
There is a pretty good general 3ds tips thread on cgtalk though: http://forums.cgsociety.org/showthread.php?f=6&t=160223
Some useful stuff there but its pretty long read.
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Z-trooper
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Post by Z-trooper »

'[R-DEV wrote:Vaiski;563259']No problem :)



Hehe, can't really think of any :p
There is a pretty good general 3ds tips thread on cgtalk though: http://forums.cgsociety.org/showthread.php?f=6&t=160223
Some useful stuff there but its pretty long read.
Alright, thanks mate :) I really appriciate it!

OFF TOPIC: I just finished learning rigging static models and weighting them... well lets just say that my tyrannosaur (wip) will come alive soon, with "organic" animations :P I am so thrilled right now I cant even describe it. Its the biggest thrill I have had with modeling since I just started out.

I wont reveal my final model (which looks nothing like this one) before its all done and animated, but here is a VERY VERY VERY old WIP render of it :P (the stage it is at right now it looks nothing like this. this was an old way I used to rig models using other objects, but weighting stuff is teh win 8) ).

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I started the model as my 3rd model ever. I have updated it over time due to me learning new stuff. Because of this I have made about 4 different heads alone. The one seen on this render is no. 3...
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"Without geometry, life is pointless"
Surround
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Post by Surround »

Heh, it looks eally good ,but are those separate boxes? T-rex is my fav
Z-trooper
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Post by Z-trooper »

Surround wrote:Heh, it looks eally good ,but are those separate boxes? T-rex is my fav
Yea they are. my 3rd edition was an effort to make muscles by using some premade high poly sphers and sculpting them into different bits and parts of the dino... well, I've wiser now, and the 4th edition which I'm currently working on is made of one piece (apart from the tounge, eyes, and teeth). I'm currently putting bones inside the mesh in order to make "realistic" and "organic" animations the modify the mesh while moving. I've learned some techniques from watching the extra material on all three Jurassic Park dvds along with king kong. And now I'm working on my own muscle and visible bone system with inspiration from these dvds. The model isnt finished at this point in time, but I'm just testing it out for my final model. the reason its gone through so many revisions is because:

1. I love the T-rex, and I wanted my very own mean looking m*****f***er that I could animate
2. I want a really good portfolio piece as my signature sort of thing. unfortunatly I havent got all the time in the world to spend on this little project, but its in no hurry.

And I've learned A LOT from going through some may iterations of techniques.
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"Without geometry, life is pointless"
Z-trooper
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Post by Z-trooper »

Hey Vaiski, you have bailed me out every single time I had a question, so I thought I'd try asking again :)

how do you connect (vert to vert) two polys thats seperated but still in the same object. I think I have tried everything I can think of. If it had been a simple thing I was making I might have considered just redoing that part, but this time it isnt that simple.

Here is a screenshot of the particular situation:

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The upper and lower jaw is connected by some "meat/skin", and now after I have finished much of the lower jaw I want to fill out the rest of the skin part, though I cant seem to get "weld" "target weld" or connect to work :( any ideas?

(its a base model I'm making in 3ds max and exporting to ZB ;) I have a feeling its going to be a tough ******* when it will be fighting my friends stegosaurus in a little animation we have planned :P )

EDIT:

Even though I said that I wouldnt reveal the model (v4) untill it was done, I have already broke that promise when I asked for help, so here is a more fitting show :D

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Last edited by Z-trooper on 2008-01-02 01:14, edited 1 time in total.
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"Without geometry, life is pointless"
Vaiski
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Post by Vaiski »

The lower jaw doesn’t have any open faces. That’s why the weld tool doesn’t work.
So yeh, simply delete some of those faces and it should work.


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BTW that’s a really nice model. Looking forward to see it animated ;)
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Z-trooper
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Post by Z-trooper »

'[R-DEV wrote:Vaiski;567730']The lower jaw doesn’t have any open faces. That’s why the weld tool doesn’t work.
So yeh, simply delete some of those faces and it should work.


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BTW that’s a really nice model. Looking forward to see it animated ;)
Thanks :) I simply cant wait to see it go through ZB :P after that it will have muscle and skin simulation and then I cant wait to see the animations 8) I have a plan to make some pieces detachable of the stegosaurus my friend is making, so my rex can take out a chunck of it :P

EDIT:

Oh, thanks man :) once again you had the solution :P now this baby will roar sooner :D
Last edited by Z-trooper on 2008-01-02 11:23, edited 1 time in total.
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"Without geometry, life is pointless"
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