• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=Eeshton;35459014][img]http://content.screencast.com/users/Eeshton/folders/Jing/media/b0523173-3228-4795-bee6-d773a548c217/2012-04-06_1544.png[/img] I feel kinda stupid asking this, but anyone know how to fix this? I'm going on an animation venture with 3ds Max and trying to make a minecraft fight scene, could use some help on how to fix this weird render glitch.[/QUOTE] I had a similar problem, there's a texture filtering option either in 3ds Max settings or the Bitmap map itself which fixed it for me. Edit: Yea, in the Map settings in the material editor, under 'Bitmap Parameters'. Change Filtering from 'Pyrmidial' to 'None'.
Thanks guys! I fixed it :D
[QUOTE=Eeshton;35460028]Thanks guys! I fixed it :D[/QUOTE] That makes me horny.
[img]http://media.moddb.com/images/members/1/96/95390/Untitled-1.1.png[/img] i dont even know anymore
I don't think a stick of butter makes for a useful barrel.
nah it'll probably be fine
its a gun
[B]Free HDRI for facepunchers![/B] This is a 50Mpx HDR Panorama with over 20 EV's of dynamic range. Render preview: [img]http://img252.imageshack.us/img252/3156/terasse360preview.jpg[/img] [URL="http://herlandgraphic.com/panorama/terasse360-2012.swf"]Interactive View[/URL] [url=http://herlandgraphic.com/facepunch/Terasse360_2012.hdr][B]Download LINK[/B][/url] Give it a spin, tell me what you think. :)
That's the shit!
[t]http://filesmelt.com/dl/lewip2.png[/t] [t]http://filesmelt.com/dl/lewip31.png[/t] So I tried out Blender's UV from Viewpoint thing. It think it worked out pretty well, and texture stretching wasn't too big of a problem. [t]http://filesmelt.com/dl/tex3.png[/t] The UV was certainly easier to work with (PS I suck at texturing). [sp]Yes, I know the hammer is not visible on Ruger 9mm pistols. Please don't shoot me.[/sp]
Normal maps? Spec maps? Here is a superb resource for texturing: [url]http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html[/url]
[QUOTE=DOG-GY;35487051]Normal maps? Spec maps? Here is a superb resource for texturing: [url]http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html[/url][/QUOTE] Not yet, and thanks for the tut, I'll definitely be taking a look at it.
When making objects like screws and bolts, not should I cap the end of the geometry? As in, how do I create the end of the screw/bolt? Anyone got any tutorials? Program doesn't really matter, just need the technique.
[QUOTE=Jeggis;35485358][B]Free HDRI for facepunchers![/B] This is a 50Mpx HDR Panorama with over 20 EV's of dynamic range. Render preview: [img]http://img252.imageshack.us/img252/3156/terasse360preview.jpg[/img] [URL="http://herlandgraphic.com/panorama/terasse360-2012.swf"]Interactive View[/URL] Give it a spin, tell me what you think. :)[/QUOTE] Free for facepunchers? I sort of imagined that would mean there would be a download link somewhere :I
[t]http://filesmelt.com/dl/lewip4.png[/t] [url=http://p3d.in/WpHOR]3D Turntable.[/url]
[QUOTE=~ZOMG;35489799]When making objects like screws and bolts, not should I cap the end of the geometry? As in, how do I create the end of the screw/bolt? Anyone got any tutorials? Program doesn't really matter, just need the technique.[/QUOTE] which end? the pointed end or the screw end? [editline]8th April 2012[/editline] [QUOTE=Dr. Evilcop;35490502][t]http://filesmelt.com/dl/lewip4.png[/t] [url=http://p3d.in/WpHOR]3D Turntable.[/url][/QUOTE] think about material when you're working. How can you better make your metal look like metal or tape(?) look like tape? Observation is really the most important aspect of creating anything 3d. Your smoothing groups aren't doing any favors since they're just making everything extremely hard edged.
[QUOTE=DOG-GY;35490537]which end? the pointed end or the screw end? [editline]8th April 2012[/editline] think about material when you're working. How can you better make your metal look like metal or tape(?) look like tape? Observation is really the most important aspect of creating anything 3d. Your smoothing groups aren't doing any favors since they're just making everything extremely hard edged.[/QUOTE] Smoothing groups more like this? [t]http://filesmelt.com/dl/lewip5.png[/t] And are we talking more the bump map or the texture itself here?
Yeah it actually looks a lot nicer with smooth edges. I'm talking about both. Everything contributes to the look of a material. Spec, diffuse, norms/bump are all equally important.
I've seen a few minecraft renders in the mix, but the only mc to obj converter I can find is quag/mcobj, but it doesn't support UVs or Textures in any form. Is there another of which I am unaware?
[QUOTE=DOG-GY;35490537]which end? the pointed end or the screw end?[/QUOTE] Both ends really. Whenever I try either, it just turns out to be a glitchy, anomalous mess.
I usually do screws in separate pieces. I'll use a helix, extrude it upward into a cylinder, then make the tops and bottoms align. Extrude out the ring that goes from top to bottom, FFD modifier (3ds max) to taper one end off considerably. Just take a 32 sided cylinder, split it up how you want (philips head vs flat). That should leave a two polygon strips or a single strip in the middle. Extrude the 4 corners up and scale them. The lazy way out, which is more than good enough, is to subdivide by smoothing groups to preserve where you want the hard edges and then subdivide again (ignoring smoothing groups).
[QUOTE=paul simon;35489899]Free for facepunchers? I sort of imagined that would mean there would be a download link somewhere :I[/QUOTE] Thanks for seeing that. Link added! :)
hey yo i'm shit at 3D and i'm having an issue with Max so some help would be really appreciated so here i am modelling this leg for this shitty character model: [t]http://img51.imageshack.us/img51/2789/numerouno.png[/t] but, for some reason, and i dunno if i've pressed a keyboard shortcut, but the outer edges now refuse to move. here's what happens when i grab an outer poly and try to move it: [t]http://img843.imageshack.us/img843/8915/numerodos.png[/t] see? the inner edges move but the outer edge refuses to budge. there is no movement at all when i try to move an outer vertex or an edge on its own
In [I]edit poly[/I], go to the [I]edit geometry[/I] tab (the stuff you have on the right side, scroll down a bit) and look for [I]constraints[/I], make sure it's set to none. That's probably what your problem is, if I understood your post correctly.
[QUOTE=DOG-GY;35487051]Normal maps? Spec maps? Here is a superb resource for texturing: [url]http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html[/url][/QUOTE] Why wasn't this posted when I asked for texturing help? :(
[QUOTE=DOG-GY;35494729]I usually do screws in separate pieces. I'll use a helix, extrude it upward into a cylinder, then make the tops and bottoms align. Extrude out the ring that goes from top to bottom, FFD modifier (3ds max) to taper one end off considerably. Just take a 32 sided cylinder, split it up how you want (philips head vs flat). That should leave a two polygon strips or a single strip in the middle. Extrude the 4 corners up and scale them. The lazy way out, which is more than good enough, is to subdivide by smoothing groups to preserve where you want the hard edges and then subdivide again (ignoring smoothing groups).[/QUOTE] I'm not sure I understand... My simple mind really needs some visual aid. Here's what I've been working on since last night. Most of the time has been spent playing with extrude and paths. [img]http://filesmelt.com/dl/crozzbow.png[/img]
[QUOTE=~ZOMG;35489799]When making objects like screws and bolts, not should I cap the end of the geometry? As in, how do I create the end of the screw/bolt? Anyone got any tutorials? Program doesn't really matter, just need the technique.[/QUOTE] Well I guess you didn't need a tutorial of making a screw but just capping the twisted geometry but I did a cheesy pdf tutorial some years ago which covers a technique for making one. It's very basic and assumes you don't know anything really but you can skip unnecessary crap. [U][url]http://dl.dropbox.com/u/2344342/Model_Screw_Benjamin_Lindquist.pdf[/url][/U] Also never mind the awful layout and crappy end result render.
I know it's not original by any means, but I started making my own Master Sword interpretation today, to take a break from Uni work. I want to give it the Wind Waker theme with a more "realistic" aesthetic. [IMG]http://dl.dropbox.com/u/26739117/3d/mastersword.png[/IMG] (I know the hilts the wrong way round :v:)
I created a cam spin from one of my newest HDRi's: [hd]http://www.youtube.com/watch?v=SWD0Zjg6GHs&hd=1[/hd] Yep, those are nvidia roller bearings, alright!
sorry zomg. i tried to do a visual example but i just don't have time to get one together :(
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