PinkyandBrains Beginners guide
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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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I think you misunderstood me. I know how can setup the blueprint but Radium said to don’t use any blueprint for his model because it is inaccurate. That’s way I asked this.
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One question about the exporter and the x-dof system. There is a checkbox when x-dof selected that says pre-rotated or something like that. How that really works and does? Thanks in advance!
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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:
LS -
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.
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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.