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Airport Terminal Building
show user profile  Robby907
I'm developing an airport terminal for a game add-on. Please give feedback, I will upload more images when texturing is completed.

Model Untextured:

Model Untextured:

Model Untextured:
read 547 times
8/8/2012 8:11:44 AM (last edit: 8/8/2012 8:12:54 AM)
show user profile  donvella
3 Things

1. The airport terminal is coming along nicely (apart from your topology, but who cares I doubt this thing will be bending at the knees).

2. Keep your posts in 1 thread (esp if its the same thing as prior post)

3. Image size - check the site regulations

read 536 times
8/8/2012 9:24:16 AM (last edit: 8/8/2012 9:24:16 AM)
show user profile  Robby907
Okay thanks. Im not familiar with why Topology is so important no one really see's it? Why is it important to have a good topology? and how can I make mine better? I currently going though and removing unwanted edges. What and how do you recommend on cleaning the model up? I've been self teaching my self everything so I'm still learning and stuff! all the feedback is great!

Also I will go and check the site image regulations, I didn't know there were regulations! :0

Sorry! I still pretty new to this site! Its been helping me a lot! Thanks again for the feedback!
read 534 times
8/8/2012 9:30:05 AM (last edit: 8/8/2012 9:35:20 AM)
show user profile  STRAT
nothing wrong with the modelling, especially as it's a building. topology isn't an issue some peeps make out, especially depending on which discipline you're in and what output you intend it for, and who's going to be editing/using it.

most renderers today dont suffer render issues with erroneous modelling techniques.


read 516 times
8/8/2012 10:00:13 AM (last edit: 8/8/2012 10:02:14 AM)
show user profile  Robby907
So what do you mean my modeling techniques are erroneous? What is the right way to do it then? I have been self teaching my self and dont understand some of this stuff still. What types of modeling techniques do you recommend to use?

On this I started out with a Plane then basically got the shape I wanted then extruded and built from there up.

When editing or fixing the topology do I just remove/add edges? How does it exactly work? I do go back and clean my model up a little bit but how do I know what to remove? and what not to? Sometimes I all ways get a line that wont ever go away when I do remove command.
read 509 times
8/8/2012 10:05:04 AM (last edit: 8/8/2012 10:14:47 AM)
show user profile  K-tonne
polygons with more than 4 sides are called ngons
all polygons have 'hidden edges' because polys are in reality made up of triangles- you can check this by going into edges sub-object mode and pressing the 'turn' button- the hidden edges will appear with a dotted line
ngons with many sides are usually undesirable because max will make up where to put the hidden edges and most of the time the placing isn't optimal and can cause smoothing errors or in some cases can overlap outside of the original polygon
you can prevent this happening by manually placing edges to control the errors that max can create
this correction or more correctly the resulting edge flow is called topology
some are terms are interchangable in 3d

to answer your question: if you imagine an O as a flat circular mesh with a hole in the middle
max needs to know where the hole is in relation to the outside mesh- needs to know if the poly is going to the hole in the middle or over it- so it puts an edge from the outside of the O to the inside hole- take away that edge and it'll not know
so you're not allowed to take away that connecting edge without errors appearing in the mesh
probably not the best explanation for this, but it's one way to look at it
hope i didn't confuse you further

Website and Portfolio

read 487 times
8/8/2012 10:41:44 AM (last edit: 8/8/2012 10:41:44 AM)
show user profile  Sangre
Arch design people usually don't give a damn about topology. Learn the right topology modeling when it comes to complex, non flat shapes.
read 481 times
8/8/2012 10:57:34 AM (last edit: 8/8/2012 10:57:34 AM)
show user profile  Jock
Not all Arch Vis dont bother with topology. I always tend to use clean topology but its more just the fact that its carried over from doing high poly modelling so its more habit.

But as Strat says its actually 99% of the time absolutely pointless as in most cases it renders absolutely fine regardless of how you model it. I could probably shave a fair bit of time off of my work if I didnt bother with it, but then i'm still at the stage where i want everything perfect down to the last millimetre, which is no doubt from my architectural background.
read 471 times
8/8/2012 11:16:48 AM (last edit: 8/8/2012 11:16:48 AM)
show user profile  Sangre
Architects I know always struggling to meet the deadlines. Wasting time on topology could ruin their business guess.
read 450 times
8/8/2012 12:50:23 PM (last edit: 8/8/2012 12:50:23 PM)
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