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/3/ - 3DCG


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File: 1.63 MB, 1461x1040, halp.png [View same] [iqdb] [saucenao] [google]
476968 No.476968 [Reply] [Original]

Sup /3/

I'm just starting to learn how to use 3ds Max and I've come across a problem which I find pretty frustrating because I can't see the logic of why I'm failing..

I'm trying to use the 3D model for a tree I downloaded along with its textures (diffuse, alpha, etc.)

I've figured out that if I create a multi/sub-object material and assign the bark texture to group 1, texturing for the tree trunk is OK.

If I create a standard material for the leaves and assign the leaf texture to group 2, the leaves are rendered correctly, but I obviously need to use the alpha map as well (pic related, the white zones should disappear). But if I assign the leaf alpha texture to the opacity channel of the leaf sub-material and set the channel to 100, the whole leaves disappear. This is pretty frustrating.

If I assign an UVW map modifier to my object, then the diffuse and alpha channels behave correctly (leaves are rendered correctly, and transparency works fine). However whether i use planar, box, spherical, etc.. mapping, the result is ugly. I feel that I shouldn't need the UVW map modifier since without it the leaves are in place correctly.

What am I doing wrong?

Also since this is probably a dumb question, I guess this thread could be a Stupid Question Thread...

>> No.476969
File: 491 KB, 1920x1037, alpha.png [View same] [iqdb] [saucenao] [google]
476969

This is what happens if I put the alpha map in the opacity slot

>> No.476973
File: 1.97 MB, 1912x1592, UVW.png [View same] [iqdb] [saucenao] [google]
476973

If I add UVW mapping to my object, the result is ugly with Planar and Spherical

>> No.477022

Post various screens from your materials window

>> No.477025

adding a UV modifier isn't going to fix anything. The UV's are fine, they're already in the right place for the textures that came with the model.
The problem will be in the material. Maybe you need to invert the alpha map. In Maya, a texture node has an option called "alpha is luminance", which you need to check on for alpha masks. There is probably something similar with max.

>> No.477070

>Have a material problem
>Post screens from everything but

>> No.477072
File: 2.95 MB, 1920x1080, Trees.png [View same] [iqdb] [saucenao] [google]
477072

>>477022
>>477070
I wasn't doing this because of the fact that I'd probably need a hundred screenshots to cover all involved settings

>>477025
>The UV's are fine, they're already in the right place for the textures that came with the model
That's what I was figuring

I finally found the problem
The "size" parameter was set to 1 (which worked) but for the alpha it was set to 100 (and I didn't see the problem since I assumed "percent")
If I set both to 1 everything is fine

Second problem tho:
Apparently the Hair and Fur (WSM) world-space modifier I applied to a small plane under the trees doesn't play nice with my material - what gives?

>> No.478585

Another pack of dumb questions here, any help appreciated.

I'm making a character for the first time in Maya 2016. I want to animate a detailed version eventually, but I'm afraid that the way I'm going about forming the topology is going to fuck it up once I get to the animated stage. Basically newbie shit.

Firstly, edges. I've made arms and body seperate, and combined the verts. Now, when I double click the edge on one of the arms it doesn't go all the way around the model; it just goes halfway around the arm and stops. Is this going to ruin my topology/nomals/whatever later on, or is it completely irrelevent?

>> No.478615

>>478585
it could be that you missed merging some verts. Click on and move each vert along the join to make sure they all connected. Or if one of those verts has more than 4 edges converging to it, i.e one of the adjacent faces is a tri, that will break the edge flow. In that case it isn't likely a problem.

>> No.478617

>>478585
Don't even worry about it. There is absolutely no way for you not to fuck up on your first character. Success in your first half dozen attempts or so is almost unheard of.

>> No.478632
File: 1.05 MB, 1920x1080, standard.png [View same] [iqdb] [saucenao] [google]
478632

Really stupid question here. I hear vray supports GPU render. This is going to be an animation so I'm interested in optimizing render time as much as possible.

How should I go about this? Blender seems to have a feature that allows the resizing of render tiles and has native support for the GPU but I am not familiar with the program enough to transfer my file to it and start working.

In the case that vray does not support gpu render, is there a free alternative? (Not demos, or that kind of limited crap that watermarks the file after a certain amount of time.)

Lastly, why is it black and white? How can I fix this?

Attached is how it looks using standard render.

>> No.478633
File: 588 KB, 1920x1080, vray.png [View same] [iqdb] [saucenao] [google]
478633

And this is how it looks under vray. I also noticed how pretty much everything in the background is missing.

>> No.478731

>>478632
i read that just newest version of vray4C4D supports GPU render, but i had no idea wchich version is that

>> No.478737

>>478617
I will fucking fight you, asshole

>> No.478739

Is it possible to find someone to make (very) simple monster models for my game for free? The model quality can be bad, I don't care. I'm pretty sure the answer is 'no', but I would like to get a confirmation that it is indeed not possible.

>> No.478872

New to modeling. I'm supposed to avoid concave quads right? But I can't move any vertex without it creating concave quads.

>> No.479229 [DELETED] 

Halp.

I pressed Ctrl+C or something similar in 3DSMax and now I'm stuck in some camera mode with thin orange outlines on the side of the viewport.
Tried deleting the camera object from the list of objects but it just disappeared, leaving me in the same clusterfuck. When I pan or orbit or anything it just pans the camera. It's so frustrating.

Obvious beginner here. Just please someone release me from this so I can continue making my bowl shapes and whatever else I'm trying to learn.

Thank you very much.

>> No.480652

What does it mean for a model to be 'atlased'???

>> No.480714

>>478872
You avoid quads that don't look like rectangles.

>> No.480751

>>480652
Well, I figured it out. For anyone wondering, supposedly it's for all the textures to be on one file.

>> No.480766

>>476968
>Stupid Questions
how i git gud at gaym making 'cause i want mlg to make vids usin' muh gaymes

>> No.480808

I am currently trying to learn how to draw but I also want to be able to model original characters in 3D. Can I learn 3D modeling alongside drawing or are good drawing skills an absolute basis to character modeling (or sculpting)?

>> No.480989
File: 31 KB, 994x270, Concave.jpg [View same] [iqdb] [saucenao] [google]
480989

>>478872
its not ideal because you cant control how it will behave unless you create your own cut and make it into tri's. I took a standard cube and moved 1 vert towards the opposite vert and moved it down into the cube. In the image the dotted lines are the triangles that are created behind the scenes so to say. you have no control over them unless you cut your own or go and flip them yourself if your software allows that.
>>480652
2 different terms I've heard
designating a certain amount of pixels for each element of an object and keeping the same texel density
or
Atlasing a model is the fastest/shittiest way of breaking down the UV's. its great if your in vfx and are going to polypaint in ZBrush or us MARI and just bake a quick texture cuz fuck it but it is horrible for game engines because it creates a lot of UV islands and is impossible to paint on using photoshop . . . which is pretty much the standard for game dev. also it will show every seam if you use a normal map and good fucking luck fixing that in engine
>>480808
traditional art definitely comes into play and helps. whether your modeling and sculpting a human form or looking for the best composition in post, a lot of knowledge you gain from a traditional medium can help train your eye when creating 3D art. Personally I'm not strong in any tradition art medium. I cant draw, paint or sculpt in clay for shit but I have learned what I need to know while training in 3D packages.
tldr ; you can learn both but it is not necessary

>> No.480994
File: 399 KB, 1239x1080, Screen Shot 2015-06-19 at 4.22.30349 PM.jpg [View same] [iqdb] [saucenao] [google]
480994

>>480652
Atlasing involves combining the UV’s of multiple objects into a single texture, primarily to reduce the number of textures you have to load and/or the number of draw calls needed to draw a group of objects. Think of it this way-

You have a bedroom. In the room, you have a bed, dresser, nightstand, blinds, and a lamp. If you create individual textures for each object (and each texture has it’s own material in your game engine/modeling app), each object will require 1 draw call to paint on the screen, for a total of 5 draw calls.
Now, take the UV’s of all those objects, and lay them out into a single texture map. You now have 5 objects that share the same texture and material. Your renderer can now batch the calls to draw the objects together, reducing the number of draw calls from 5 down to 1. Because draw calls are one of the more overhead heavy things you can perform on a GPU, ideally you want as few draw calls as possible to display your scene. That is the primary advantage of altlasing, reducing texture memory (for the most part, see caveats below) and reducing draw call overhead on the GPU.

Drawbacks to atlasing primarily revolve around texel resolution. If you take a group of objects and put all their UV islands together on say a 2048x2048 texture map, you will sacrifice texel resolution compared to giving each object say a 512x512 texture map. (however, assuming your UV’s are scaled proportionately based on the actual object size in the world, you easily get consistent texel size).

It’s all a matter of choice based on your hardware restrictions, as well as just how much detail you want and wether you are willing to sacrifice some fidelity for performance.

TL;DR version- atlasing generally reduces RAM use and overhead for resolution, but has it’s drawbacks, and choosing wether to use it or not is a consideration that requires examining multiple factors in your project.

>> No.480996
File: 111 KB, 813x858, Screen Shot 2015-06-19 at 4.36.35916 PM.jpg [View same] [iqdb] [saucenao] [google]
480996

>>480989
>it is horrible for game engines because it creates a lot of UV islands and is impossible to paint on using photoshop . . . which is pretty much the standard for game dev. also it will show every seam if you use a normal map and good fucking luck fixing that in engine

This is completely wrong- if you are baking your normal maps correctly, the seams will be invisible, and if you are smart when you are UV’ing your objects, you put the seams where they will not be noticed at all, such as natural corners on objects. As for Impossible to paint in PS- again, this is all about how you create your UV islands. Sure, if you just automatically map an object group, you’re fucked. But if you make the UV’s properly, it’s very easy to paint them in PS. All the UV’s in my previous post >>480994
Were done with UVLayout, and as you can see from the result, not only was I easily able to photo source and handprint them in PS, but there are very few, if any, noticeable seams.

>> No.481008

>>480996
you obviously didnt read what I wrote. I'm talking about the atlasing UV option as opposed to planar/flatten/cylindrical... mapping

>> No.481009

>>481008
I did, the atlasing UV option performs an automatic map, which as we both said creates shit UV’s. The general use of ‘atlasing’ in CG is just what I said it is, manually creating UV islands for multiple objects so they share a common texture/material. Just because some application decides to name automatic mapping ‘atlasing’ doesn’t mean it actually has anything to do with the commonly accepted technique as it is used.

>> No.481440
File: 94 KB, 1023x586, CFcR-V2WYAEeYcP.jpg [View same] [iqdb] [saucenao] [google]
481440

>going through asian 3d community, see this program
What is this?

>> No.481455

>>481440

Asian CAD.

>> No.481510

Hey guys,

Quick question: is it possible to change the sent time on an email in this day and age? (particularly Gmail)

I don't even need to know how, I'm just need to know if it's possible.

Thanks.

>> No.481519

>>481510
Sent. Yes.
Received. No.