PinkyandBrains Beginners guide
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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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just a vid example.
The outcome not the one I wanted but just to showcase the thing
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Oh on the hold short markings the asphalt can be gone making just the markings. U can later on on painter do the tire marks…
Or put the asphalt to it as I did if u use the same material, it could be the previous one the square cement.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Is it possible to add “taildragger” within 3ds max and how? Im asking cause adding it with lod editor for some freaking reason it messes the models normals
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Is it possible to add “taildragger” within 3ds max and how? Im asking cause adding it with lod editor for some freaking reason it messes the models normals
taildragger???
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taildragger???
Through LE u double click root of a model and you can add it it adds actually an X-dof for nose gear on the whole model when the gear i down to get the nose slightly up (A-7 for example or my EF2000) but ok i found a way to do it without messing my normals. But it would be good if there is a way to insert it in 3ds max i tried with normal dof doesnt work
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Nice video that resolves some mysteries and miseries on the uvw mapping and texturing fighting.
bit long and slow but has valuable info that straightens things up and makes the uvw mapping more correct.
Still has some pain in it as it requires to convert to editable poly and at that point you loose your initial 3d modeling a big trouble in case you want to go back to the very beginning and adjust things up, like if you start from an spline…
Sure you can create a copy and then work on it, which means one more layer and more maintenance and organization on your model and file to keep it all together in one file…
like
initial model (keep all modifiers)
Lod1 (editable poly from initial and here do the uvw , texturing and export)
Lod2 (nice to keep the uvw and materials from Lod1 and just reduce poly’s tris and export. Hard and might need to redo as for Lod1)
Lod3 (nice to keep the uvw and materials from Lod2 and just reduce poly’s tris and export. Hard and might need to redo as for Lod2)
Initial Damaged
Damaged Lod
Initial Destroyed
Destroyed Lod -
Will be a very helpful thread
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I’ve updated the ptypes excel file with some valuable info and reorganized a bit with some new unveiling info I found.
Link is the same as in here:
https://www.benchmarksims.org/forum/showthread.php?7712-PinkyandBrains-Beginners-guide&p=417056&viewfull=1#post417056Direct excel link:
https://1drv.ms/x/s!AtJa23BCDEy5gbsPNCJJF5h59JjreQ -
Question,
maybe i didn’t search enough but will do as well and i wanted to ask here first.
I used to use 0.001 in weld vertices so i won’t have big problems with the meshes and deformities. For some freaking reason i can’t anymore. I tried reseting max, Renaming the “ENU” folder so the settings will revert to default. Tried every possible unit setup and every decimal setup in general settings, no go.
Any help is apriciated… -
Not sure if I got it, but try …
“Customize” -> “Preferences…” -> “General” -> “Spinners” -> “Precision: 3 Decimals”.
Cheers, :yo:
LS -
Not sure if I got it, but try …
“Customize” -> “Preferences…” -> “General” -> “Spinners” -> “Precision: 3 Decimals”.
Cheers, :yo:
LSThanks i already did that -no go- found a script though that did the job. [emoji3]
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And then script is?
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And then script is?
Sent from my SAMSUNG-SM-T818A using Tapatalk
http://www.scriptspot.com/3ds-max/scripts/vertex-welder
It installs a tool that you can put in whatever ribbon you want. it gets from 0,1 to 0,001
Also :
http://www.scriptspot.com/3ds-max/scripts/tags/weld
I will have a look in those ones as well maybe ill find something useful and worthy