PinkyandBrains Beginners guide
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Just in case someone is interested I found this http://fnordware.blogspot.gr/2014/09/dds-plug-in-for-after-effects-and.html
which is the wanted Nvidia Plugin for DDS for Adobe Photoshop for MAC.I just tested it on CC2018 and at least it reads the DDS fine.
Seems it supports all that we want.So Mac texturers fire your Photoshop’s and start working…
And you know… only the BEST from you… u have a legacy to preserve… :lol:@Manos1981: Never used it but most probably when you see the model it will be turned at the degrees you specify, thus pre-rotated?
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Testing and watching youtube videos to get more knowledge on 3d modeling for 3ds max and asking that question many time I still don’t have a final decision yet.
what we need to do is the high poly model, the lower poly models and the damaged models.
The process has modeling, materials , uvwmapping, texturing, and falcon specifics like dofs and switches.In my current case, but this search or wondering is mostly for general use, I have made the model for LOD1 and lower LODs for the M-109 tank.
Watching this video:
made me rethink some practice or the state I’m with my current model.
First the guy is a model killer and a wow modeler. seems to know his way very good, for my standards.
What triggered me was his way of creating the high and one low poly model. Well he is doing that for usage on Substance Paint later on but the practice is very good for our way probably.
second the super wow how he selects the modifiers, right click select cut, collapse the model to poly and then paste the modifiers and boom the effects he wants on just the area he wants.
third as I understood it he creates the edges in a way that he knows that will be needed for easier uvwmapping. Well this I believe comes with loooong practice and experience which we don’t have the luxury and time.third as if I understood it correctly he does the basic uvwmapping and then creates a second layer and copy pastes objects to use later on for the lower LOD. That way the same texture and materials will be just ready as he made them for LOD1.
In my case I did LOD1 and all other LODS and I find out that LOD1 needed major alterations on the uvwmapping. So either I must redo the other LODS or alter each one uvw mapping to match the LOD1 mapping. I don’t know if I save the mapping from LOD1 as I altered it and load it in LOD2 will be ok or I will have issues.
So in my way of thinking do parts of the model. totally finish in high poly, maybe leave the actual texture for later on, then copy paste it for lower lods.
Finish it means model uvwmapping materials, or colors for Substance painter in m case, Dof’s and switches for LOD1 then copy paste for LOD2. Then do the second object of your model and so on and so forth.
Then reduce poly’s for the lower LODS and do the damaged which might and most probably need new uvwmapping and texture area.Don’t know still confused, what u guys say?
Edit: watching the video again look at 1:26 and on at the uvw where objects are the same and share the same mapping he moves the mapping at U by 1 which takes it out of the texture mapping square and he says that way uses the same as the one inside the square.
IIRC Wavey Dave told that this works on Falcon also? At that time I couldn’t understand how it works.
This might be a good point for Mortesil to know? Are u watching Mortesil?
As a practice on this I knew that we just overlap those one on another but makes manipulation harder on complex models. -
wow just wow on that guy… The best tutorial on Substance painter:
First part is essential as to get ready things up in 3ds max for substance painter. It actually needs
1. a high poly and a low poly model
2. Naming the parts as xxx_high xxx_low
3. coloring the different materialsUses the high poly to create the base textures like AO height and etc.
First part 3dsMax:
Second part Substance painter:
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Has anyone used the script to get the dimensions for the parent data?
I have tried…. and it does not work for me:
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Select all objects in scene, including “Radius” and “Boundingbox”,
then try again.Cheers, :yo:
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Thanks.
That was It. It works fine when I run my saved script.
Not so if I copy and paste It, but U guess I am missing a hotkey to run the script.
Anyway… It works fine
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Script? Parent data?
Edit:
Oh u mean radius and hitbox data.Yeah it’s a bitch. Something with shift enter and have all lines selected, I recall faintly… It always takes me some Google searches to find out how it works.
Someone must create a video or update the post with detailed instructions.
Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Is the 1st script un the 3ds Exporter post by WaveyDave. The one where you create a box and an sphere to get the hitbox dimensions and hitbox radius.
I am looking into It to use the 3d database builder instead of lod editor to append new parent records.
I am having lately trouble with an objective that shows only LOD 2 instead of Lod1 …. Even though I am setting lod distance 10000 once and 60000 the second, third… and the many times I have tried… So I am fed up with It and willing to try 3ddb builder
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I am still interested in making a few vídeos about airbase creation. Some detailed but also one that covers the full creation and implementation… But is like a 4 hour video and I am struggling at the end because if this. I plan on splitting in two halves and maybe speed It Up.
The full process wont be commented. I already done one on capturing the images commented… And hopefully i can also make all the steps commented… But the uncomented one could also be of some good help, specially to have a full picture.
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EDIT: This is where I have placed the videos I have been making.: https://www.benchmarksims.org/forum/showthread.php?33986-Airports-Airbase-construction-videos
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hmmm dedicated to Lazystone… :lol:
RizomUV…
https://www.rizom-lab.com/products/rizomuv-vs/segmenting, flattening and packing UVs without any manual intervention
And C++ library… (Mortesil…r u here m8?)
https://www.rizom-lab.com/products/rizomuv-library/Tell us what would you want to do with our toolset, and let discuss how we could work together to answer your UV mapping needs. Our licensing system is very modern and allows almost all possible licensing models.
I know it’s not free but if it fits and cause BMS is free maybe they could do us a favor like teamspeak. and could be added like a powered by RizomUV somewhere…
Just saying… -
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Flatening and compacting can also be made using the, already built in 3ds, “baking to texture” function, with little intervention.
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And another FREE tool.
2 good things
1. straight the edges (retopology)
2. create low poly with just a slider.Site: http://igl.ethz.ch/projects/instant-meshes/
Download: https://github.com/wjakob/instant-meshesInside the site they have many good things…
Like:libigl - A C++ Geometry Processing Library
A simple C++ geometry processing library with wide functionality, including construction of sparse discrete differential geometry operators and finite-elements matrices such as the contangent Laplacian and diagonalized mass matrix, simple facet and edge-based topology data structures, mesh-viewing utilities for OpenGL and GLSL, and many core functions for matrix manipulation which make Eigen feel a lot more like MATLAB.libigl is the winner of the Software Award at the Eurographics Symposium on Geometry Processing 2015!
Volumetric Modeling with Diffusion Surfaces
Implementation of our SIGGRAPH ASIA 2010 paper on sketch-based modeling of objects with intricate volumetric appearance.SOUNDS LIKE CLOUDS HERE!!!
Sketch based retopology
Source code for Sketch based retopology.Most are on SIGGRAPH which if u don’t know are inovation and things when they are born and later on we see them in our computers as apps or games or new cg technics and architecture.
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Who will be brave enough to record and share the whole process from scratch how we have to make every steps to implement a new aircraft to BMS?
Like this:
https://www.youtube.com/user/Japo32/videos -
Lol. Those are like more than 200+ hours of video there m8.
I tried to watch one but looking an unedited 5h texturing video for a wheel well it’s an Overkill. And it has another 5h vid for the wheels, also texturing.
What the general idea of yours proposes is a heaven for all.
Knowing the tips and tricks and having a falcon 3d making manual unleashed would be an oh boy let’s have fun factor.
Some of those are here in this thread and in exporter thread, some lost or found or bookmarked by individuals in this forum in general here and there.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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I don’t expect from somebody to do this.
Maybe They just collect together the information to see what order have to do for a good 3d model replacement/implement.
What is the mandatory value to set up the materials, DOF’s or any others.
It can help that what they should do to not invented the wheel again for everybody -
I don’t expect from somebody to do this.
Maybe They just collect together the information to see what order have to do for a good 3d model replacement/implement.
What is the mandatory value to set up the materials, DOF’s or any others.
It can help that what they should do to not invented the wheel again for everybodyI’m working on some small 3ds to BMS tutorials regarding this. Please be patient and in the next week or so i will start publishing some tutorials.
Bare in mind that i’m in itself a very noob 3ds max user with limited experience so don’t expect big in depth tutorial regarding 3ds per se, but only the basics for BMS implementation.
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images speak for them self
https://i.postimg.cc/RZBzzrPV/all-in-30-minutes.png
https://i.postimg.cc/L4cczKFB/le30min.png
Any requests for materials? do you have photo or photos of the material u want in 3dsmax?
Definately gonna test that
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