• Digital 3D Art v2
    2,001 replies, posted
[QUOTE=nVidia;16036269]It depends, it is kinda bad when you render it, if you use mental ray.[/QUOTE] Can I model it big and then just rescale for rendering?
Slowly building the pieces to make a killer city road layout, Everything tiles perfectly. sofar, [img]http://i14.photobucket.com/albums/a345/ajackss/arabcity_render_test_7_14_09_1003am.jpg?t=1247580222[/img] [img]http://i14.photobucket.com/albums/a345/ajackss/arabcity_render_test_7_14_09_101-1.jpg?t=1247580995[/img]
And I assume modeling is less of a hassle with 6 monitors.
[QUOTE=lemongrapes;16037777]And I assume modeling is less of a hassle with 6 monitors.[/QUOTE] I only use my main 3 right now, but yes, being able to have a max window open in full, as well as photoshop and everything else open all at once really speeds up the process. I actually pretty much devote an entire monitor to UV mapping so that I can actively change things in photoshop, and tweak them in UVW and see the results all almost simultaneously.
[QUOTE=Ajacks;16037882]I only use my main 3 right now, but yes, being able to have a max window open in full, as well as photoshop and everything else open all at once really speeds up the process. I actually pretty much devote an entire monitor to UV mapping so that I can actively change things in photoshop, and tweak them in UVW and see the results all almost simultaneously.[/QUOTE] My max is screwing around with my 2 screens. Yours isn't? I mean I cannot look around in perspective mode when I am on my second screen.
[QUOTE=diwako;16038297]My max is screwing around with my 2 screens. Yours isn't? I mean I cannot look around in perspective mode when I am on my second screen.[/QUOTE] Nope, no problems at all on my end 3ds Max 2009 running Windows Vista 64bit and Nvidia GPU's.
I have the 2008 version. Looks like it doesn't have support for that.
[img]http://i14.photobucket.com/albums/a345/ajackss/arab_city_11.jpg?t=1247596030[/img] Starting to piece together the city tile.
Make a test render in some game too :D Just to see how these pieces would look
Sup guys, i have Windows 7 now. :3:
[QUOTE=nVidia;16041055]Sup guys, i have Windows 7 now. :3:[/QUOTE] RC or maybe somehow real deal? Anyway how max works on it. And 32 or 64? I guess 64 right?
[QUOTE=edja007;16041113]RC or maybe somehow real deal? Anyway how max works on it. And 32 or 64? I guess 64 right?[/QUOTE] It's RC, i don't have max on this thing yet, and yes it's 64 bit.
[QUOTE=nVidia;16041937]It's RC, i don't have max on this thing yet, and yes it's 64 bit.[/QUOTE] I hope you will install max. I want to know how it runs.
[QUOTE=edja007;16041982]I hope you will install max. I want to know how it runs.[/QUOTE] I sure will. ;)
I believe this was quickly mentioned around here, but do you guys think that Blender would be counter productive and unhelpful to learning 3ds max in the future? yes/no
[img]http://filesmelt.com/Imagehosting/pics/2b5bbbde6cb0ed779b84e3c4a4c80dc4.jpg[/img] I made a skin for a mod. Vitalspray. Diffuse + spec +normal at 1024.
[quote] So, does fp get free hdris? :D [/quote] I guess I'll have to share a couple to prove the quality. You can expect an upload by tomorrow. [img]http://filesmelt.com/Imagehosting/pics/64bc948927d557709f1837e69b32506c.jpg[/img] My newest HDRi, taken earlier today. Will be free of charge;).
Two 3DS Max 9 related questions... First: I have this shape made from splines: [IMG]http://img106.imageshack.us/img106/5838/screenshot009i.jpg[/IMG] and I want to remove the pieces of the circles on the inside of the shape, so that I could turn this into a plane and then extrude it into a object. I was told to use boolean, but I must be doing it wrong because I can't get it to work. Second: I have an object (Not pictured) That I would like to make a type of "groove" in. See MS Paint image below: [IMG]http://img269.imageshack.us/img269/3772/grooveu.png[/IMG] How would I create a groove like this on an object? Once again, this is in 3DS Max 9. Thanks in advance!
Oh can't wait. I am in real need of some hdris, I have like, 3 of them...
[QUOTE=kevlar jens;16006310]Doing some basic normal-map baking [Img]http://img197.imageshack.us/img197/493/normalmaptest.jpg[/Img] a box with 6 polygons[/QUOTE] 12 polygons. :eng101:
[QUOTE=Un.Hxx.Aé;16044064]12 polygons. :eng101:[/QUOTE] Technically, could that be made of quads? (Even if the computer disagrees)
Well, yeah it could be four-edged polygons but when they're rendered they will become regular three ones. It is called tessalation.
[QUOTE=DoctorSalt;16042695]I believe this was quickly mentioned around here, but do you guys think that Blender would be counter productive and unhelpful to learning 3ds max in the future? yes/no[/QUOTE] I find modelling in Blender to be amazingly easy compared to Maya (haven't tried Max, yet), mainly due to hotkeys and the lack of reliance on that horrible green/red/blue axis thing. You could always model in Blender then export to Max. Somebody more experienced than me; are there any downsides to this?
[QUOTE=Maloof?;16044819]You could always model in Blender then export to Max. Somebody more experienced than me; are there any downsides to this?[/QUOTE] Nope. Shouldn't be anything wrong with that. Oh, and I have less than 3 HDRI's. I have 0. :smug:
If you need HDRI's, the free Aversis ones are good [url]http://www.aversis.be/hdri/hdri-free.htm[/url]
[QUOTE=ZomBuster;16045171]If you need HDRI's, the free Aversis ones are good [url]http://www.aversis.be/hdri/hdri-free.htm[/url][/QUOTE]They are only 750x750 and you can see the photographer.
[QUOTE=AlarinTaylor;16042989]Two 3DS Max 9 related questions... First: I have this shape made from splines: [IMG]http://img106.imageshack.us/img106/5838/screenshot009i.jpg[/IMG] and I want to remove the pieces of the circles on the inside of the shape, so that I could turn this into a plane and then extrude it into a object. I was told to use boolean, but I must be doing it wrong because I can't get it to work. Second: I have an object (Not pictured) That I would like to make a type of "groove" in. See MS Paint image below: [IMG]http://img269.imageshack.us/img269/3772/grooveu.png[/IMG] How would I create a groove like this on an object?![/QUOTE] As for the first one, you have to change the operation to unison in order for boolean to work. Also, after doing boolean you might want to clean up your extruded model. Boolean doesn't work with splines, and I don't know how to merge the lines in such a way. I would extrude all of the shapes first (extrude modifier) and then use the boolean. For the second, make a "negative" of the groove as a shape (from the drawing you provided a capsule would work) over the shape you want to have the groove. Then select the to-be-grooved shape, boolean, change the operation to subtraction (A-B), and then hit select operand B to select your groove "negative". Proceede to clean up triangulation/polygons if necessary. There are probably much easier ways, but I'm an idiot.
[QUOTE=DOG-GY;16045414]As for the first one, you have to change the operation to unison in order for boolean to work. Also, after doing boolean you might want to clean up your extruded model. Boolean doesn't work with splines, and I don't know how to merge the lines in such a way. I would extrude all of the shapes first (loft modifier) and then use the boolean. For the second, make a "negative" of the groove as a shape (from the drawing you provided a capsule would work) over the shape you want to have the groove. Then select the to-be-grooved shape, boolean, change the operation to subtraction (A-B), and then hit select operand B to select your groove "negative". Proceede to clean up triangulation/polygons if necessary. There are probably much easier ways, but I'm an idiot.[/QUOTE] Thanks a lot, still not sure about the first one, but I'll go push some buttons and see what happens. :v:
[QUOTE=AlarinTaylor;16045635]Thanks a lot, still not sure about the first one, but I'll go push some buttons and see what happens. :v:[/QUOTE] Basically, make sure all of your splines are closed, then use the extrude modifier, convert to editable poly, use boolean.
[QUOTE=DOG-GY;16045715]Basically, make sure all of your splines are closed, then use the loft modifier, convert to editable poly, use boolean.[/QUOTE] I can't find the loft modifier... :v:
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