How would you make a repeating UV for one specific part of the UV? Like repeating a part of a wall instead of using a separate texture.
[QUOTE=ZombieDawgs;39503850]How would you make a repeating UV for one specific part of the UV? Like repeating a part of a wall instead of using a separate texture.[/QUOTE]
If your geometry is identical, you could match the polygon that makes up the front of the wall to a tile on your texture map, and use the same UV coordinates for each repeating face.
Otherwise, I don't think you can.
[QUOTE=Wickerman123;39494129]In regards I my post about the 3D printer - I'm going to be doing it on Friday, me nor the teacher have any free time til then.
Sorry guys, I WILL post results when it's done!
[editline]6th February 2013[/editline]
Managed to free up a little time, may be tomorrow, as I said, il update as it develops.[/QUOTE]
Mine is arriving in a few weeks or so! Im looking greatly forward to cram out some 3D prints and get to learn of its mechanism!
[editline]7th February 2013[/editline]
[QUOTE=DOG-GY;39500072]My 2013 works flawlessly.[/QUOTE]
Perhaps. I have 2013 at home and it seems to work fine. But I still can't shake the feeling of the computer requirements keeps growing for each new version of 3dsmax. For every new feature they add, the more sluggish and slow the software becomes. Example the shader tree view in the material editor seems to takes seconds to open. Then when you click around to view the properties between materials, and even that takes seconds to load.
what are your specs? are you trying to open the material editor on a really big file? those could be issues. i'm getting my material editor open instantly on both my desktop and school computers in 2013.
I doubt it has anything to do with specs, because its an issue which is consistent all the way from an empty scene. What I'm saying is I feel 3dsmax has, and introduce new features which doesnt feel polished. Might be nostalgia but I remember 3dsmax7 excelled in speed when it comes to navigating around in the software compared to 2013.
they also don't have proper implementation for current gpus. my old gtx 275 would run the viewport quicker than my 670. don't know why they havent fixed it but it blows. i can't really work fluidly with scenes that get over a million polys anymore and i could on the 275. they're actually taking strides to improve performance but i think the software just needs a ground up rewrite. it'll have to happen eventually or maya and max will get so obtuse and bloated that they'll be nonfunctional so why not spend the time rewriting them now? plus that level of work would justify the constant enormous cost that has always been a terrible case of diminishing returns for the people buying the software. software prices in general are bullshit to me tho.
I was left to setup the 3D Printer and everything went spiffingly - except the teacher didn't screw the secondary plate in properly -
[t]http://dl.dropbox.com/u/34938612/Random/Photo%2007-02-2013%2015%2033%2010.jpg[/t]
It's now in properly an attempt 2 is underway, will update in an hour or so when it's finished.
[editline]7th February 2013[/editline]
Apologies for the image not working properly, I'm doing this on my phone -
Started working on a shotgun after a long break.
[img]http://filesmelt.com/dl/spas1.png[/img]
[img]http://filesmelt.com/dl/spas21.png[/img]
Looks smooth like butta.
I've always thought the SPAS-12 looks silly with that stock on it.
[editline]7th February 2013[/editline]
The model is pimpin' though
[B]UPDATE[/B]
Okay well second time round it worked perfectly.
This is only a prototype; printed at a lower resolution\density just to see if it worked:
[t]http://dl.dropbox.com/u/34938612/Random/Photo%2007-02-2013%2018%2014%2020.jpg[/t]
[t]http://dl.dropbox.com/u/34938612/Random/Photo%2007-02-2013%2018%2013%2050.jpg[/t]
As you can see, it fits and I can tell you that it does it's job. However it is not the perfect fit and a few minor adjustments need to be made, final model will be printed tomorrow :)
I did film it but the camera died before it finished and my spare batteries were dead. I will charge them and do it all properly tomorrow.
[editline]7th February 2013[/editline]
Okay fuck knows why that picture decided to flip it's self round. Apologies.
damn i wish i had a 3d printer
[QUOTE=Acezorz;39509440]damn i wish i had a 3d printer[/QUOTE]
These two are the most attractive 3D printers right now IMO.
[URL]http://cubify.com/[/URL]
[URL]http://formlabs.com/[/URL]
They're not super cheap, but could be considered affordable if you know you're gonna use it a lot.
[QUOTE=DOG-GY;39502652]also I just came across this link: [url]http://www.cs.utah.edu/school/history/#phong-ref[/url] it's pretty damn crazy to see just how many CGI pioneers went to the University of Utah. Sutherland, Gouraud, Phong, Catmull, Clark, Newell and Blinn and those are just the names I know off the top of my head.[/QUOTE]
no wonder it's called the utah teapot
I made a video with gears:
[media]http://www.youtube.com/watch?v=YtFXI2W_5LM/[/media]
[QUOTE=luishi5000;39512416]I made a video with gears:
[/QUOTE]
it's got a cool obscure vibe to it like a company intro to some 98's game. really nice.
i know fuck all about udk and 3d modelling but we got an assignment to make a set of modular building assets so here's something based off the nostromo:
[img]http://24.media.tumblr.com/0d75f135a1b2235f6eb124ab6ab18c81/tumblr_mhwo2bfHry1s32mjoo1_1280.jpg[/img]
sorry about our uni's shitty pcs with shitty anti-aliasing
[QUOTE=ChestyMcGee;39516636]i know fuck all about udk and 3d modelling but we got an assignment to make a set of modular building assets so here's something based off the nostromo:
[img]tumblr_mhwo2bfHry1s32mjoo1_1280.jpg[/img]
sorry about our uni's shitty pcs with shitty anti-aliasing[/QUOTE]
Wanna try that one again? :v:
wtf is goin on. i am so bad at life
[editline]8th February 2013[/editline]
there we go
Does anyone know how to make the assign material bit in blender reappear, it keeps disappearing and I can't work out why
[editline]8th February 2013[/editline]
ffs, figured it out - turns out it isnt displayed in cycles!!
[QUOTE=ChestyMcGee;39516636]i know fuck all about udk and 3d modelling but we got an assignment to make a set of modular building assets so here's something based off the nostromo:
[img]http://24.media.tumblr.com/0d75f135a1b2235f6eb124ab6ab18c81/tumblr_mhwo2bfHry1s32mjoo1_1280.jpg[/img]
sorry about our uni's shitty pcs with shitty anti-aliasing[/QUOTE]
I like the designs and the composition, but i feel like with the brightness of the light(s) outside the vent thingies would bounce a lot more and create much more indirect lighting on the inside. also maybe you could play with adding in volumetric light shafts so it looks kinda dusty. seems like an environment such as this would fit that.
[IMG]http://filesmelt.com/dl/obliviongate.JPG[/IMG]
So I was working on the UV's for my model and I think I accidentally created an Oblivion gate.
I decided to introduce a friend to zbrush and this is what made my day turn into apocalypse once he sent me link with video.
[url]http://www.youtube.com/watch?&v=zx93a9bKP9E[/url]
[QUOTE=Faraon_ZzZ;39528809]wip
[img]http://filesmelt.com/dl/FatmanBall.png[/img][/QUOTE]
What is it supposed to be?
it's not what it's [i]supposed[/i] to be it's what you [i]perceive[/i] it as
[editline]10th February 2013[/editline]
this is art, man
[QUOTE=andololol;39533621]What is it supposed to be?[/QUOTE]
Self portrait
Does anyone have some good tutorials for baking inside of 3DS Max?
i'd recommend against baking in max. xNormal is the way to go tbh, just make sure to set the default normal color to 128,128,255 (xnormal's default is wrong idk why) and use a cage.
Alright then, does anyone have some good tutorials on Xnormal? I can't seem to find any good ones on YouTube.
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