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2 stupid questions
show user profile  stevey2shoes
HI
I have 2 stupid questions,
I've still got 23 days left on my free max download. so i am only a beginner
I'm making a car.
Its quite a boxy looking car anyway, but i want to round the edges off SLIGHTLY. but if I select the obvious like mesh smooth, smooth, or turbo smooth, it turns my model into a potato shape which is so unpredictable and completely ridiculous.
Which modifier can I use that I would at least have some control over with out it just going mad.
Also,
the paint only ever comes in mat, and not even the shade I pick why?, even with glossiness and specularity ramped up
With small details like number plates I simply apply a map, but there IS no map for paint work so I HAVE no map in the diffuse maps. just adjusted the diffuse colou to what I thought would act like paintr.
any help on either please.
Steve
read 1067 times
6/6/2011 6:37:49 PM (last edit: 6/6/2011 6:37:49 PM)
show user profile  Davious
To model cars and hard surfaces you have to get your head around a few things.

Unless you car is very low poly, you will need to apply a smooth of some type.
The edges of your poly define how sharp or round the shape will be.

If you want your edges to round off slightly without smoothing, select the edge(s) and chamfer them.

The material problems could be because of your lighting setup. Reflective surfaces need something to reflect. So google 3 point lighting, or better still look at HDRI , where you use an image to light/reflect in your object.

Would be a good idea to set some uvw map on your car, like box, this will help with the lighting setup.

post some pics as well , it helps.

EDIT the only stupid question is one you don't ask. No one will flame you here for asking a question unless you want to make an MMO. See FAQ

" Difficult, yes. Impossible , no..."
read 1053 times
6/6/2011 7:05:54 PM (last edit: 6/6/2011 7:10:11 PM)
show user profile  Nik Clark
Just to clarify the above, if you are making an MMO, or any game, and you need programmers, graphic artists, modellers and somebody to flesh out your ideas, yet are not offering money for work. We get a lot of that here. It's the one time I feel justified in being evil blatantly honest with Noobs! :)





read 1043 times
6/6/2011 7:22:42 PM (last edit: 6/6/2011 7:22:51 PM)
show user profile  jStins
Mesh smooth (or turbo smooth) will do what you want, but you need to be able to control it.






-Joel


joelstinson.com

read 1026 times
6/6/2011 7:40:14 PM (last edit: 6/6/2011 7:40:14 PM)
show user profile  stevey2shoes
HI
I've worked hard on this.
Thanks to those videos, I used the subdivide, and a mesh smooth, and its really starting to take shape.
BUT...... and I'm not being anti max......it still looks like something I could have done on a commodore 64 20 years ago and NOT worthy of Hollywood quality software (and price).
I have set up 3 point lighting and it made very little, if any difference, but this is what really annoyed me, the car is supposed to be BRIGHT orange. I've made a small orange square in paint. to use as a map.
and I've used it in EVERY option, diffuse specularity, even bump, because my logic says i am applying THAT shade/map over the whole car.seems fair no?, I even set the diffuse and ambient shade to the same colour.
so why is it that it looks like its made of brown chalk and NOT gloss paint?
The only difference I got was when I changed the reflection and refraction to a environment map, but then the car came out sky coloured. which I can sort of understand but those TWO maps cancel out all other maps, which seems far fetched.
if someone can tell me how to attach a photo here, ill do it, otherwise if you contact me at stevey2shoes2003@yahoo.com ill send it straight to you.
Steve
read 989 times
6/7/2011 11:25:26 PM (last edit: 6/7/2011 11:25:26 PM)
show user profile  LionDebt
Mate, seriously. I've been going part-time learning max for a good 16 hours a week since November and I know barely 10% of this program.

And that 10% is entirely confined to poly-modelling. Rendering and materials is an entire new episode that you have to learn.

I'll tell you the same advice I was given, go look at Photometric Light tutorials, MentalRay rendering, Arch & Design materials and such stuff.

Edit: And to post an image, just upload it to imageshack or similar, and post the direct URL to the image here - no tags or anything needed.
read 981 times
6/7/2011 11:35:30 PM (last edit: 6/7/2011 11:35:55 PM)
show user profile  mike_renouf
There are plenty of computer programs that it is very feasible to just "play" with and eventually learn through a bit of luck, time and persistence.

I can tell you from personal experience that Max is definitely NOT a program like that. I've been using it on and off for about 10 years at work as an interior viz solution. During the first 8 years or so I never studied any real tutorials and I can safely say I got NOWHERE with it. I was still fannying around using primatives to model things and the renders I produced which looked even half acceptable took about 6 times longer than they should have done. I didnt have a clue what I was doing with the render settings.

There are so many options and sub-options and override controls etc etc in Max that you could spend most of your natural life randomly trying things and then waiting for hours for a scene to render, only to come up with garbage on your screen.

Question: Why would someone paste an orange colour .jpg into a specular slot in an effort to get gloss paint effect?

Answer: Because they've not taken any time to look up the tutorials about the material editor to find out that the specularity slot is expecting a grayscale image - black representing nil specularity and white representing high specularity.

"it still looks like something I could have done on a commodore 64 20 years ago and NOT worthy of Hollywood quality software (and price)."

Yeah, but clearly you don't yet know the basics of how this expensive bit of kit works.

Take heart from this - In the past two years that I HAVE been studying tutorials online and reading articles in my lunch hours, I've learned some half decent poly-modelling skills. I've got a good overall understanding of mental ray so I can reproduce life-like lighting and materials, and I have chopped render times down on my scenes by about 200% through understanding of final gather and GI.

Keep studying. Look up tutorials on YouTube - there's a mass of information out there and rest assured - it's gonna take you a while to get the hang of this program - I dare say a lot longer than your trial license at any rate...




read 961 times
6/8/2011 8:59:46 AM (last edit: 6/8/2011 8:59:46 AM)
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