[Question] quick 3dmax question
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77SiCaRiO77
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[Question] quick 3dmax question
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" .
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Vaiski
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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.
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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Z-trooper
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you always have the answers[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.
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Z-trooper
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Vaiski
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No problem 
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.
Hehe, can't really think of anyZ-trooper wrote:got any other tips while you are at it?
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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Alright, thanks mate'[R-DEV wrote:Vaiski;563259']No problem
Hehe, can't really think of any![]()
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.
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
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

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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Surround
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Z-trooper
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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:Surround wrote:Heh, it looks eally good ,but are those separate boxes? T-rex is my fav
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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Z-trooper
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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:

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
)
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

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:

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
(its a base model I'm making in 3ds max and exporting to ZB
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

Last edited by Z-trooper on 2008-01-02 01:14, edited 1 time in total.
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Z-trooper
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Thanks
EDIT:
Oh, thanks man
Last edited by Z-trooper on 2008-01-02 11:23, edited 1 time in total.





