PinkyandBrains Beginners guide
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Hey guys, here’s some sort of tutorial for the night lights in buildings to be activated by a switch:
I’m in no way expert onthe subject so, if you find anything that isn’t done the way it’s supposed to, or that can be improved, please feel free to correct my statements.
And sorry for the sound, it’s not in the best conditions but it’s what was possible for now… -
And a Ptypes Tutorial:
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@Nuno:
Hey guys, here’s some sort of tutorial for the night lights in buildings to be activated by a switch:
I’m in no way expert onthe subject so, if you find anything that isn’t done the way it’s supposed to, or that can be improved, please feel free to correct my statements.
And sorry for the sound, it’s not in the best conditions but it’s what was possible for now…I see that you are doing the same as in LXGB. I would suggest to make transparent window in the control tower for the first two LODs.
Regards,
EGHI -
ZBias
How to?
Besides LodEditor… I mean we declare in 3dsmax and ok? How? -
ZBias
How to?
Besides LodEditor… I mean we declare in 3dsmax and ok? How?No support for ZBias.
Cheers,
EGHI -
No support for ZBias.
Cheers,
EGHIThank u.
Just to clear all out… no ZBias at all or only via LodEditor u can set ZBias?sent from my mi5 using Tapatalk
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ZBias can be set within 3dsMax.
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ZBias can be set within 3dsMax.
Thanx .
a little more info if u could please on how to?sent from my mi5 using Tapatalk
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How do I put a new cockpit created for the Rafale in BMS?
How to install it in BMS? -
so 3dsmax studant trail is no longer available for homeschool… any other way to get it or do i have to buy? i’m not gonna buy if i have no idea what i’m doing and if i’m actually gonna use it… it’s a shame, i really want to get into modding…
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Ok heres a question, sorry if its been allready answered. Is it better to work with editable poly or editable mesh? I dont know the difference when exporting to lod thats why im asking.
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editable poly or editable mesh?
Whatever you prefer.… whereat I think most modellers are using editable poly modifier(s).
Cheers,
LS -
Hmm on a quick search says editable mesh is the old poly edit with 3 sides per poly while editable poly is the new with 4 sides per poly.
Game engines use 3 sides (tris), falcon also , so editable mesh must be the “correct”. Hmmm we learn basics still.sent from my mi5 using Tapatalk
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Finally anything will be exported as triangles, regardless if you use
editable poly or editable mesh modifiers in 3dsmax.Cheers,
LS -
editable poly or editable mesh?
Whatever you prefer.… whereat I think most modellers are using editable poly modifier(s).
Cheers,
LSHmm on a quick search says editable mesh is the old poly edit with 3 sides per poly while editable poly is the new with 4 sides per poly.
Game engines use 3 sides (tris), falcon also , so editable mesh must be the “correct”. Hmmm we learn basics still.sent from my mi5 using Tapatalk
Finally anything will be exported as triangles, regardless if you use
editable poly or editable mesh modifiers in 3dsmax.Cheers,
LSInteresting answers thanks a lot… if things are as Arty says then the most correct will be Edit mesh. Will do my research on the “field”
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Well i don’t think there is a correct way.
With mesh u view from the very start the triangles that will be exported in the end. It’s a bit stressful. On the other hand if u have to work on wireframe it must be a nightmare.
The pro is as I read is better with mesh than poly cause it doesn’t leave holes as poly’s do when u edit stuff.sent from my mi5 using Tapatalk
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HHHhhhmmmmm LOD’s
I’ve been looking about the subject - issue for long mostly at siggraph but couldn’t spot anything that would help me…
what I search: a general guideline matrix for LOD’s distances based on object size.
I know that the params are endless and the paths to take also endless. What everyone in gaming is doing is just out of their heads and what one thinks is correct.
I was mostly targeting for visual perception but most results where taking the path of psychology… :lol:
Others (most) where resulting on photons and light emission and number of LOD splits mostly for GPU - CPU performance matters… So I ended to nothing.
What I want is an object (detail of a 3d model) that is from size x to size y is perceived from x to y meters away…
Strange that I couldn’t find any generic or whatever kind thesis or document or research or whatever to base some calculations and end up to some kind of matrix to have a doctrine for modeling and LOD’s calculations…
I know the look at the 3d database and just use the values from familiar models… hmm yeap but it falls to the logic that those where just random or feels like good that we still use…
Does any one have any such info or any suggestion or directions where to look at? I would be obliged if someone could share something.
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connection to Radium’s szu27 topic. (everyone can answer it not just Radium)
If you don’t use blueprint, How create the base mesh accurate shape and dimension from scratch?How to align the ref pics for 3d model to check the right shape?
Do you use real dimension for 3d model or just rule of thumb? How do you know to do it right ?
If you don’t use polygons what tools do you use to make easier your life during modelling and UWV, becouse the most 3d program only helps when you use polygons. -
For the blueprints:
And you can search in YouTube for “3DS MAX blueprints”
Another way is to use another 3d model as reference.
Always use real world measurements.
Well no need to be polygons for the uvw.
Something forgotten some times it’s the simple weld command. Many vertices end up separated or orphan and this results on issues when u do uvw mapping.
Other apps work perfectly on painting directly on the 3d model saves you the time of back and forth on testing moving retesting aligning etc.But don’t mind me much. I’m just an amateur newb.
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