Materails
#1
Posté 20 décembre 2010 - 06:38
Can i create sub materails if were limited to 1?
3dsmax11
#2
Posté 20 décembre 2010 - 07:08
You could also just create additional objects for alpha layers, thus providing you with two layers (or more) for each side.
#3
Posté 21 décembre 2010 - 01:52
http://www.polycount...ead.php?t=79375
Ok so i have two sections of my model //two named objects in select by name frop down menu.I caped the ends and attached them to each other and i see a red breaking line around the border where they are attached.
I did not group them because i think that makes them into 1 object.
Next i uv wunwraped the two objects seperatly......flattened them and turned them back into editable polys once i was sure there was no strecting.I think thats called colpasing the stack please say if the editable poly conversion after the uv unwrap is colpasing the stack.
Ok so now im going to texture this thing and have a lens effect glow on the tip.
LET ME KNOW IF THIS IS RIGHT CAUSE I TRIED TO REDO MODEL SINCE I HAD IT AS ONE OBJECT BEFORE.Im working on it now and dont want to waste time if its wrong givew me a heads up.
#4
Posté 21 décembre 2010 - 02:04
#5
Posté 21 décembre 2010 - 02:12
Builder_Anthony wrote...
I did not group them because i think that makes them into 1 object.
You can group objects while working on them if it makes it easier for you, however, remember to ungroup everything prior to exporting. I'm not sure NWMax handles grouped objects properly.
Builder_Anthony wrote...
I think thats called colpasing the stack please say if the editable poly conversion after the uv unwrap is colpasing the stack.
No. To "Collapse the Stack": With the "Modify" tab selected, right-click inside the Modifier Stack and select "Collapse All". All modifiers in the stack will be "baked" into the mesh and you should be left with "Editable Mesh". If you don't have "Editable Mesh", select whatever it is you do see there, right-click in the Modifier Stack and select "Convert To: Editable Mesh". Once again, I'm not sure NWMax can handle anything other than Editable Mesh properly.
Builder_Anthony wrote...
Ok so now im going to texture this thing and have a lens effect glow on the tip.
Lens Effect will be ignored. To do something similar to what you want, you will need to apply an "Aurora Trimesh" modifier to your editable mesh and set the self-illumination color to your preferred color prior to exporting.
HTH
MDA
Modifié par Michael DarkAngel, 21 décembre 2010 - 02:12 .
#6
Posté 21 décembre 2010 - 02:22
link in my last post.
Modifié par Builder_Anthony, 21 décembre 2010 - 02:23 .
#7
Posté 21 décembre 2010 - 05:56
Michael DarkAngel wrote...
Lens Effect will be ignored. To do something similar to what you want, you will need to apply an "Aurora Trimesh" modifier to your editable mesh and set the self-illumination color to your preferred color prior to exporting.
If he's really dead set on getting the end of the poker to glow red, he could use an alpha texture glow set up like you do low poly grass. Case in point:

It's a rush job, and Modo doesn't show alphas in the realtime renderer that well, but it's one example of what he could do. Just set that texture to always be fullbright, and self illumiate the red bit on the poker, and he'd be set.
Or better yet, if NWN can do billboards, or something like a translucent sprite attached to the end that always faces the camera, then he could do it that much easier.
Admittedly, this would be something a little difficult for a stark newbie to do, but he'd learn something in the attempt.
#8
Posté 21 décembre 2010 - 10:11
#9
Posté 22 décembre 2010 - 01:07
Anyways peace.Merry Christmas
#10
Posté 22 décembre 2010 - 10:48
Builder_Anthony wrote...
Uv unwraping took some time to figure out.Now im kind of figureing out textures.So its like one wall after the other
UVing is the biggest pain in the ass you'll face when it comes to modeling. Even when you get to the point where you're pretty good at unwrapping stuff, it'll always be an exercise in tedium.
But despite that, try not to get into the habit of using UV projections for everything. They're handy, sure. And when you're just learning, they're awfully tempting. But actually defining seams and adjusting your coordiantes by hand gives you so much more control over what goes where.
You'll feel like beating your head against a wall the first few times you do it, but stick with it, and you'll come out that much better for it. Hell, that's pretty much the defacto rule for anything to do with modeling.
#11
Posté 23 décembre 2010 - 04:39
I been useing uv unwrap then flaten to and scaleing things with a checker box so i can texture things correctly.
Not use uv all the time?I must be misinterperating something.
Defineing seams.....hmm...Im guessing your talken about edges and how they change direction to a diffeernt percentage?
Modifié par Builder_Anthony, 23 décembre 2010 - 04:41 .
#12
Posté 23 décembre 2010 - 06:41
And seams, to put it more simply, are the edges you want the model to tear apart at when you upwrap it.
#13
Posté 24 décembre 2010 - 03:07
#14
Posté 24 décembre 2010 - 03:33
Think of those as cheating, versus doing the real damn thing.





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