Author Topic: Materails  (Read 559 times)

Legacy_Builder_Anthony

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Materails
« on: December 20, 2010, 06:38:38 pm »


               1 materail per model?
Can i create sub materails if were limited to 1?

3dsmax11
               
               

               
            

Legacy_Bannor Bloodfist

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Materails
« Reply #1 on: December 20, 2010, 07:08:59 pm »


               No, it is one material per OBJECT, and an object is any separate object within the scene.  You could for example, split a box into 6 separate objects, one for each side, top and bottom.  if you then attach each of those sides to the mdl base, you could have 6 separate textures assigned.  



You could also just create additional objects for alpha layers, thus providing you with two layers (or more) for each side.
               
               

               
            

Legacy_Builder_Anthony

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« Reply #2 on: December 21, 2010, 01:52:02 am »


               Link to what im working on.



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.



               
               

               
            

Legacy_Builder_Anthony

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« Reply #3 on: December 21, 2010, 02:04:21 am »


               Bah i think since there attached there only holding 1 materail.Im tryen to set materail id on object and materail but i must be doing something wrong.
               
               

               
            

Legacy_Michael DarkAngel

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« Reply #4 on: December 21, 2010, 02:12:01 am »


               

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

'Image
  MDA
               
               

               


                     Modifié par Michael DarkAngel, 21 décembre 2010 - 02:12 .
                     
                  


            

Legacy_Builder_Anthony

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« Reply #5 on: December 21, 2010, 02:22:29 am »


               Thanks i think im going to have to wacth a texture turtorial.You can see the model at that
link in my last post.
               
               

               


                     Modifié par Builder_Anthony, 21 décembre 2010 - 02:23 .
                     
                  


            

Legacy_Renzatic

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« Reply #6 on: December 21, 2010, 05:56:02 am »


               

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:

'Image

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.
               
               

               
            

Legacy__six

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« Reply #7 on: December 21, 2010, 10:11:39 am »


               Yep, a carefully set up NWN Emitter node would do the trick best for a basic glow effect. Though he'll want to set the Self Illum Colour property on the AuroraTrimesh modifier to white or a very light red too.
               
               

               
            

Legacy_Builder_Anthony

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« Reply #8 on: December 22, 2010, 01:07:52 am »


               Nice design on the handle.I guess i was tryrn to keep mine really low poly.It does look a little nice smoothed out as well.I have been learning things though.Uv unwraping took some time to figure out.Now im kind of figureing out textures.So its like one wall after the other.Reading forums at polycount and here with work eats up alot of time.But i have been sticking with this.Todays a break day though.At least i learned about the lens glow its a nice feature i think even though its not useable here.I have somemore questions but my heads full of other things at the moment.



Anyways peace.Merry Christmas '<img'>
               
               

               
            

Legacy_Renzatic

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« Reply #9 on: December 22, 2010, 10:48:02 pm »


               

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.
               
               

               
            

Legacy_Builder_Anthony

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« Reply #10 on: December 23, 2010, 04:39:26 am »


               Im a little confused about what you said ."trynot to use uv for everything"

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 .
                     
                  


            

Legacy_Renzatic

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« Reply #11 on: December 23, 2010, 06:41:58 am »


               No. Try not to use UV projections for everything. As in those modifiers that let you quick wrap a cylinder, a box, or a plane. It's better to get into the habit of doing everything by hand. Which if you're using unwrap, you're already well on your way towards doing.



And seams, to put it more simply, are the edges you want the model to tear apart at when you upwrap it.
               
               

               
            

Legacy_Builder_Anthony

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« Reply #12 on: December 24, 2010, 03:07:38 am »


               Oh ya i know about the box.You want to keep it as tight as posible to the model.Thats why you suggest doing it by hand.I have to figure out how to manually do it but for basic learnig at least iknow about it.Will dip into it.
               
               

               
            

Legacy_Renzatic

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« Reply #13 on: December 24, 2010, 03:33:34 am »


               No, that's a UV cube projection.Something you don't want to use too much, because it only works in the simplest of circumstances.



Think of those as cheating, versus doing the real damn thing.