3d Max Modelling Tips

Page 10 of 11 Previous  1, 2, 3 ... , 9, 10, 11  Next

View previous topic View next topic Go down

3d Max Modelling Tips

Post by render master on Wed Apr 29, 2009 9:56 am

First topic message reminder :

I will be starting this modelling thread... lagay ko mga modelling tips. And kung may mga request kayo, post nyo lang here. so stay tune lang here

_________________
http://renderworks.webs.com/

render master
Game Master
Game Master

Number of posts: 2858
Age: 91
Location: riyadh, saudi arabia
Registration date: 27/09/2008

View user profile

Back to top Go down


Re: 3d Max Modelling Tips

Post by render master on Wed Jun 15, 2011 3:23 pm

jomztin13 wrote:mga sir pahelp po... ano po yung mga settings nyo bago magrender sa 3dmax??


marami, iba-iba. depende sa renderer. depende rin sa scene and i couldnt just give it to you, you have to know the different factor one by one. mahihirapan kang mag-troubleshoot kapag nagkaroon ng trouble.

render master
Game Master
Game Master

Number of posts: 2858
Registration date: 27/09/2008

View user profile

Back to top Go down

Re: 3d Max Modelling Tips

Post by kensweb on Thu Jun 16, 2011 6:15 am

Musta Render Master, salamat at hindi ka nag sasawang tumulong saming mga beginner... ngayon ko lang nakita itong thread and it is long way to go pa para malaman ang iba ibang technique sa 3dmax.

May ask lang sana ako if possible ang mga ito:

1.

Q:Possible bang magconnect into corner ang dalawang face that I selected ng mabilisan like using bridge method?

2.

Q:Ginamitan ko ng subtraction ang pag butas ng mga window opening using box. May pag asa pa bang maging smooth ang bawat surface nito and to get rid of those unwanted lines?

Maraming salamat pards... God Bless

kensweb
CGP Newbie
CGP Newbie

Number of posts: 177
Age: 31
Location: Qatar
Registration date: 26/04/2011

View user profile

Back to top Go down

Re: 3d Max Modelling Tips

Post by render master on Thu Jun 16, 2011 8:24 am

@ kensweb

1. bridge pa rin gamit ko with two segments, then reorient ko na lang ang corner vertex using transform type in. minsan move drag na lang iyong dalawang face, let them intersect then slice .

2. convert it o mesh if you want to get rid on those lines.

_________________
http://renderworks.webs.com/

render master
Game Master
Game Master

Number of posts: 2858
Age: 91
Location: riyadh, saudi arabia
Registration date: 27/09/2008

View user profile

Back to top Go down

Re: 3d Max Modelling Tips

Post by Neil Joshua Rosario on Thu Jun 16, 2011 2:10 pm

ayus salamat render master

Neil Joshua Rosario
CGP Guru
CGP Guru

Number of posts: 1638
Age: 21
Location: Bangus City
Registration date: 03/06/2010

View user profile

Back to top Go down

Re: 3d Max Modelling Tips

Post by kensweb on Thu Jun 16, 2011 2:44 pm

render master wrote:@ kensweb

1. bridge pa rin gamit ko with two segments, then reorient ko na lang ang corner vertex using transform type in. minsan move drag na lang iyong dalawang face, let them intersect then slice .

2. convert it o mesh if you want to get rid on those lines.


Thanks master! thumbsup

kensweb
CGP Newbie
CGP Newbie

Number of posts: 177
Age: 31
Location: Qatar
Registration date: 26/04/2011

View user profile

Back to top Go down

Re: 3d Max Modelling Tips

Post by render master on Wed Dec 14, 2011 6:40 pm

Ok as requested by Abed on this thread: http://www.cgpinoy.org/t21775-help-in-modelling-a-gridshell-structure , here is one of my procedure.

1. Create a cylinder, segments and sides to your preference. Convert it to poly, delete top and bottom polygon



2. Activate segment selection, select set of vertical lines as shown, hit ring it edit poly selection - this will select all lines parallel to your selection. Save it as your selection



3. On side view, select vertices at each level and start re-shaping it using move and uniform scale tool



4. In case you need to add some more vertices, select a segments set on your selected level, then hit connect



5. And here is the view after shaping the structure



6. To create the diagonal lines, select the polygon leaving the near top and bottom part ( as shown on the image) then hit tesselate settings. Choose polygon then ok



7. Full view of the model after tesselation



8. Now go to edge selection, then activate selection, the one you have save before. Hit remove under edit edges.



9. To add another horizontal segments to those newly created in-between vertex, select those vertices as shown in the image then hit connect



10. Duplicate now your structure, one is for the frames and the other is for the shell. Apply lattice modifier on the frame structure. Adjust sizes accordingly



11. Have your final settup



12. Sample render.



Soon will be the second approach using a spline

- spline ( structure profiles) --> polar array -->section --> surface --> edit poly --> lattice modifier

Good Luck!


Last edited by render master on Thu Dec 15, 2011 4:38 am; edited 1 time in total

_________________
http://renderworks.webs.com/

render master
Game Master
Game Master

Number of posts: 2858
Age: 91
Location: riyadh, saudi arabia
Registration date: 27/09/2008

View user profile

Back to top Go down

Re: 3d Max Modelling Tips

Post by alwin on Wed Dec 14, 2011 11:32 pm

bihira lang tayo makakita nang site na ganito! tulong to the max!!!!
2thumbsup 2thumbsup 2thumbsup 2thumbsup 2thumbsup ! ito ang dapat sa iyo! architect !

alwin
CGP Expert
CGP Expert

Number of posts: 2122
Age: 38
Location: basurero sa cebu
Registration date: 22/01/2009

View user profile

Back to top Go down

Re: 3d Max Modelling Tips

Post by bongskeigle on Thu Dec 15, 2011 1:52 am

napakahusay po! thanks to the max.

bongskeigle
CGP Guru
CGP Guru

Number of posts: 1815
Age: 28
Location: Zebu
Registration date: 06/05/2009

View user profile

Back to top Go down

Re: 3d Max Modelling Tips

Post by abed on Thu Dec 15, 2011 2:19 am

huwaaaaaaaaaaaaawwwwwwwwwwwww!!! astig render master.maraming salamat po..mukhang masmadali nga sa sketchup.. ang ginawa ko sa sketchup mano mano eh.. useful to sa thesis ko. Smile

abed
CGP Newbie
CGP Newbie

Number of posts: 150
Age: 21
Location: QC
Registration date: 25/06/2010

View user profile

Back to top Go down

Re: 3d Max Modelling Tips

Post by v_wrangler on Thu Dec 15, 2011 5:57 am

You can save yourself steps 1 to 5 by simply using a spline to draft your half profile and applying a lathe

While a lattice aint wrong, there is much to be desired since this modifier create models that would not stand to close scrutiny. It leaves gaps in corners unless one covers it with the lattice's JOINTS.

One more reason why I do not suggest a lattice, you'll need to have enough segments to have a smooth surface. Isa pa, try making a dos por dos with it and you'll see what I mean. Without the ability to rotate the edges - lattice will remain a quick alternative.

I will still suggest turning your edges to splines and making them renderable. Using a smooth 4 or 6 edge subdivision makes a convicing tube or pipe without the expense of unecessary polygon. Try addign a 45 deg rot at 4 subdivisions and you have an instant dos pos dos follwing your path. What else is cooler than that eh?




v_wrangler
CGP Loverboy
CGP Loverboy

Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

View user profile http://vertexwrangler.multiply.com

Back to top Go down

Re: 3d Max Modelling Tips

Post by render master on Thu Dec 15, 2011 6:16 am

v_wrangler wrote:You can save yourself steps 1 to 5 by simply using a spline to draft your half profile and applying a lathe

While a lattice aint wrong, there is much to be desired since this modifier create models that would not stand to close scrutiny. It leaves gaps in corners unless one covers it with the lattice's JOINTS.

One more reason why I do not suggest a lattice, you'll need to have enough segments to have a smooth surface. Isa pa, try making a dos por dos with it and you'll see what I mean. Without the ability to rotate the edges - lattice will remain a quick alternative.

I will still suggest turning your edges to splines and making them renderable. Using a smooth 4 or 6 edge subdivision makes a convicing tube or pipe without the expense of unecessary polygon. Try addign a 45 deg rot at 4 subdivisions and you have an instant dos pos dos follwing your path. What else is cooler than that eh?



thanks...im doing the second approach.

_________________
http://renderworks.webs.com/

render master
Game Master
Game Master

Number of posts: 2858
Age: 91
Location: riyadh, saudi arabia
Registration date: 27/09/2008

View user profile

Back to top Go down

Re: 3d Max Modelling Tips

Post by v_wrangler on Thu Dec 15, 2011 6:22 am

render master wrote:

thanks...im doing the second approach.





- spline ( structure profiles) --> polar array -->section --> surface --> edit poly --> lattice modifier


same thing - you can get rid of arrays , section and surface. A latte makes them cheaper by the dozen. Also try using making soplines from the edges - its better than lattice as I explained.

v_wrangler
CGP Loverboy
CGP Loverboy

Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

View user profile http://vertexwrangler.multiply.com

Back to top Go down

Re: 3d Max Modelling Tips

Post by render master on Thu Dec 15, 2011 6:44 am

i go with your suggested method. the first time i used it create a lot of lines / segments... thats the reason why i came up an alternative ways using cylinder instead. after reviewing the method, the mistakes was i make all vertices smooth not corner before lathe modifier. so i recreate again the method which will be the second approach. thanks for the support

_________________
http://renderworks.webs.com/

render master
Game Master
Game Master

Number of posts: 2858
Age: 91
Location: riyadh, saudi arabia
Registration date: 27/09/2008

View user profile

Back to top Go down

Re: 3d Max Modelling Tips

Post by render master on Thu Dec 15, 2011 8:36 am

Ok here is another work-around, using line / spline

1. Create a line ( profile of your structure), apply lathe modifier



2. Adjust it to your preference



3. Enhance and fine tune it



4. Go to edge selection, select all. Hit create new shape, choose linear. Add thickness.



5. Add material. Good luck!

_________________
http://renderworks.webs.com/

render master
Game Master
Game Master

Number of posts: 2858
Age: 91
Location: riyadh, saudi arabia
Registration date: 27/09/2008

View user profile

Back to top Go down

Re: 3d Max Modelling Tips

Post by JMO on Mon Dec 26, 2011 9:04 am

Sir rendermaster bakit po pag nag gamit ako ng snap tools hindi po nag eexact s corner malayo nka 2 po ung snap and naka vertex, floor plan po ung binabakat ko..every time na iseselect ko laging gap parang my magnet..salamat po!

JMO
CGP Newbie
CGP Newbie

Number of posts: 25
Age: 31
Location: Riyadh KSA
Registration date: 01/04/2011

View user profile

Back to top Go down

Re: 3d Max Modelling Tips

Post by render master on Thu Feb 23, 2012 8:51 pm

JMO wrote:Sir rendermaster bakit po pag nag gamit ako ng snap tools hindi po nag eexact s corner malayo nka 2 po ung snap and naka vertex, floor plan po ung binabakat ko..every time na iseselect ko laging gap parang my magnet..salamat po!


check mo baka naka-active iyong snap to grid and or snap to pivot. snap to vertex lang activate mo.

_________________
http://renderworks.webs.com/

render master
Game Master
Game Master

Number of posts: 2858
Age: 91
Location: riyadh, saudi arabia
Registration date: 27/09/2008

View user profile

Back to top Go down

Page 10 of 11 Previous  1, 2, 3 ... , 9, 10, 11  Next

View previous topic View next topic Back to top

- Similar topics

Permissions in this forum:
You cannot reply to topics in this forum