Skip to main content

Posts

Showing posts with the label 3dmodelling

Error Message: You Must Have Valid Objects Selected

When we get this error message, make sure "view" is selected in the render settings window. Also, make sure it is VRay and "Bucket" for type is selected. Forum Post: https://forums.autodesk.com/t5/3ds-max-forum/you-must-have-a-valid-object-selected/td-p/6242993

3DS Max: Before "Render to Texture", we need an unwrap

Unwrap using UVW modifier Open UV Editor (Select Unrwap UV and "open UV editor")* ctrl+2 (select everything) quick peel (under peel), and then, custom pack (under "arrange elements") clicking "0" to open "render to texture" window add diffuse map image should be .png format * SOURCE: https://forums.autodesk.com/t5/3ds-max-modeling/how-do-you-open-the-uv-editor/td-p/6805398

Low and High Poly map export - normal maps

Render Setup: Nvidia Mental Ray Assign Render: Default Scanline Renderer Under "Default Scanline Renderer" select Max 2.5 Star Under "Advanced Lighting" we select "Light Tracer" Apply a "Projection Modifer" on the low poly model Make the Projection Modifer a little bigger so, that it can properly read Raytracing Select "Rendering" at top of window and select "Render to Texture" Export as either BMP or Targa Using Bitmaps from Exported normals (Exported BMP/Targa)

Exporting from 3DS Max to Substance

make sure high poly is overlapping low poly this ensure that maps are projected correctly (i.e. normals, bump maps, etc.) Exporting Export as an .FBX file Settings: Smoothing groups, Triangulate and Preserve Wedge Orientation

Phong Shader

Phong shading smoothes the edges between faces and renders highlights realistically for shiny, regular surfaces. This shader interpolates intensities across a face based on the averaged face normals of adjacent faces. It calculates the normal for every pixel of the face. SOURCE: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2020/ENU/3DSMax-Lighting-Shading/files/GUID-7C791BBC-B27F-4BD2-821D-D7DBEA9E7CC9-htm.html

Fundamentals: With Loft, , You can adjust with Scale Deformation

Changing spline into Loft; you can adjust scale deformation to bend the size of shape; easily make certain bends smoother and sharper with line graph Creating bezier points by selecting anywhere on line Scale Deformation Adjusting the line on the line graph determines the sharpness/smoothness of curve on the shape. *most efficient feature from Loft's "Deformations" rollout

Fundamentals: Using the FFD Box; Precision Scaling

So, the ffd box can fit a 3d object within a 3d space by fist, creating a primitive with the specified measurements and then using the align sub-object selection to position the control points of FFD box within that space of the primitive you specifically scaled. Image Source : https://www.youtube.com/watch?v=j4fhjMJUyS0 use x, y, and z position in addition to target object options to fit your 3d object in specified dimensions Select reference primitive. > Select position > Select target box > Select "OK" Repeat these steps to adjust to referenced primitive *To always know the size of your object, click the hammer icon to find what the size of editable poly/mesh is

Fundamentals: Borders are Open Edges

Borders are open edges used strategically for welding. Generally use Border mode only if you are interested in closing open edges example: you have an object with open holes. Border mode allows you to select open edges then, switching to either vertices or edge mode, you can fill holes using bridge or weld.

Fundamentals: Select and non-uniform scale

Select and non-uniform scale this icon selected, we can change location of edges when selecting edges of object Ex: We select both edge loops before the Select and non-uniform scale Before After Both edge loops selected and with select and non-uniform selected, we scale (r) to spread them apart equally