Posted: Sun Jun 12, 2011 3:58 pm Post subject:
3ds Max (everything)
Subject description: My 3ds Topic
Hey everyone I'm just going to use this topic for all of my 3ds and 3d questions..answer..work..uv....and all that stuff (so i dont keep creating new topics and to save space + organize)
So here's my first question..
I have a poly box and want to cut a shape into it..
I know how to use booleans but I think they're quite ugly and i dont like making an Editable Poly then Boolean then EdiPoly (over and over).
Is there an easier (and cleaner) way of doing this?
p.s. 3ds max 2011 64-bit _________________
Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!
what kinda of shape? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I have a box and a smaller box with rounded (chamfered) edges. I've already moved on with this model but i had to remove all of the ugly edges and recreate them. But I'd like an easier and prettier way... _________________
Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!
Posted: Sun Jun 12, 2011 5:28 pm Post subject:
3dmax
can you show a pic so I can see what you are reffering to. Maybe the book I have can offer some help. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Like I've said I already moved on so it's hard to explain. But in the pic you can see the cutout from the original box. Booleans create unnecessary edges and it makes the polygon hard to work with.
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Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!
yep, the boolean operations always have more or less glitches dependent on the complexity of the 2 models. But i fear there is no way around that.
The only thing you can do to reduce the errors, is to apply the boolean operation once, then remove the errors and finally copy the whole section to the duplicate places.
For such easy shapes as you have shown on the pic, you could also try using the extrude function, to intrude the area and then use chamfer edges on the intruded part. extrude/intrude and chamfer edges doesn't produce that much mistakes. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Or use poly cutting meathods. Inset and what not. Connect, Extrude, Chamfer and Inset are your best friends in poly modeling. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Posted: Mon Jun 13, 2011 2:12 am Post subject:
3d max
yeah, like LKO and Regulus said the extrude type deal.
look at example. make a box and give segments, 5 and for then convert to editable poly, on segment 2 and 4 and select connect and give odd number connects, I gave 7. I did not select the outer 2 of the vertices arrows and selection the vertices on the dots on the low edges on the outer edges and moved the outer most up so far to form the arch. Does that help?
http://www.ppmsite.com/forum/viewtopic.php?t=30594 the book here is good as is the site. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
It can be a help when making vehicles in 3d max. The site has some good videos.
That book I suggested in the post has some good pointers. It was written for gaming. It talks about making arches, bridging, extruding, working with lighting, basic shapes and texturing.
I usually make a building, doing all my extruding, bridging, connecting on one piece. Then I copy each piece not moving it, giving specific names, ex: if its the base of a building name base or roof....I make each of these buildings unique. Then I'll go to say the roof building, hide unselected and delete all polys except roof stuff. I do this for the purpose UVW Mapping. I will do this for all specific items; roof, base, building, window trim, stairs, chimneys, what have you. Since I did not move the buildings in any way they will all line up like they are suppose to be.
I got the Polish building (from a name escapes me at the moment) and plan to use this process. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Posted: Fri Jul 01, 2011 4:38 am Post subject:
Animations
I have a fire animation I built inside 3ds Max and I'm curious as how to make it isometric. it seems to face the camera regardless....the animation is a Blizzard Particle if that helps at all _________________
Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!
check this vid tut out, it deals with that _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Alrighty I'll check that out thanks...any idea on how to render more than 100 frames? and how/what i need to save the animation as so i can put it in SHP editor? _________________
Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!
Thats alot of frames...only thing I could think of is...once you have 100 frmaes done, save it as part 1....then copy frame 100 and make it the first frame. then go from there _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
if you rightclick on the "play-symbol" you can change the animation length.
also...for uvw you could try to select faces in the modifiers list... _________________ just a simple logo by bricks @ raminator, on Flickr QUICK_EDIT
100 frames is way overkill for an animation. Most Animations in TS were around 32 frames or so, with 16 frames or so being the actual animation, depending on what type of animation it is. So 100 frames is a gross overkill for at quality.
On the 4th setting on the game speed tab in Tiberian Sun, it is supposed to run at 60 frames per second. So I suppose you could theoretically double everything to 64 frames or what not, but it doesn't make a huge difference. The more frames, the slower the animation, generally speaking, assuming 60 frames a second. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
I watched a video on Max and the guy used Arrays (it wasnt a tut and there was no audio) so does anyone know how I can use this feature? _________________
Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!
did you figure out how to add more frames to 3d max? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Posted: Fri Jul 29, 2011 4:03 am Post subject:
Shp Builder problem.
My TS does not work (different subject) but I'm still making shps.
So I open SHP Builder (after installing 3.36) and import a freshly-exported e2.shp (disk thrower) and this is what I get.
Jumbled frames. As if certain 5-5px boxes were randomly placed in each frame.
p.s. I have exported it many times, restarted shpBuilder and XCC Mixer, and the computer. I cannot solve this problem.
Please help me.
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Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Fri Jul 29, 2011 4:18 am Post subject:
it looks like a bad pallet, but i can't be sure :/ _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
from what i can see....thats not unittem pal. when you open the file, go to the top bar, palette, ra2, unitem _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Unitem pal, if i am not mistaken _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
That's not the palette obviously and yes he's using the unittem pal, it's just the TS version which doesn't have those missing pink colours. Maybe it's SHP compression? QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Mon Aug 08, 2011 6:49 pm Post subject:
compression needs to be 1 iirc. Banshee mentioned something about compression being any more causes problems and severe loss of quality. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
So once again I'm posting in this topic with a question. Yes I realize it's a huge bump....I said I would be bumping this and here I am.
Alright so I've thrown 3ds Max out due to loving open source software and I am using Blender 2.61. I have already searched this site quite a few times but cannot find what I'm looking for.
Does anyone have a template for Blender that fits in Tiberian Sun?
I would greatly appreciate it if someone could send me on my way with a template.
p.s. once you get used to the way Blender works it's AMAZINGLY simple! Love it! _________________
Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!
Posted: Fri Aug 10, 2012 2:21 am Post subject:
Update out of nowhere!
So here's the bottom of a Scar I've been modeling starting at about 3pm today. My models are improving quite a bit. No textures yet as the model is obviously not complete.
EDIT:
Pretty much done with the model (a little more work to do). I'm working on making it all one shape or mesh for ease of UVing.
New picture.
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Tore wrote:
Oh noes Nod32 must have found some GDI32 in the art.ini file!
If you can find any of the things I modelled (probably badly) in blender that I posted here I always posted the blend file. Not sure how well they will work in the latest blender versions since 2.5 though. QUICK_EDIT
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