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How to create openings at different sizes ?
show user profile  urbanknight


Does any max expert here know the technique to create openings of different sizes on the facade as shown in this pic ? Thanking all in advance !

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2/8/2009 9:58:40 PM (last edit: 2/8/2009 10:00:56 PM)
show user profile  parkerfamily
displacement map with a mirror part way into the building, so when it moves back in the holes you just see the mirror? because thats what that building is, those aren't actual holes. it's most obvious in the very bottom one of the near building, the biggest pentagon.
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2/8/2009 10:03:23 PM (last edit: 2/8/2009 10:03:23 PM)
show user profile  urbanknight
Hi parkerfamily,

Thanks for your quick reply ! I suppose I can do the mirror and pentagon thing, but how do you create them such that they are in differing sizes, assuming using edit mesh/subdivide/edit poly/shell ? Thanks again !

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2/8/2009 10:07:41 PM (last edit: 2/8/2009 10:07:41 PM)
show user profile  Dejitarujin
You make the displacement map in Photoshop or your favorite image editing program, a map containing all those hexagons. No guarantees that it'll have specific tools for the job, but it'll be a lot easier than trying to reproduce that in MAX alone.
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
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2/8/2009 10:14:48 PM (last edit: 2/8/2009 10:14:48 PM)
show user profile  urbanknight

Hi Dejitarujin,

But there's a thickness to the pentagon opening (like a wall thickness) and I suppose have to be done in max rite ?
read 631 times
2/8/2009 10:20:39 PM (last edit: 2/8/2009 10:20:39 PM)
show user profile  Stianbl
Make a blend material. Use the displacement map as the Mask, and add a mirror material to one of them, and in the other, you add the wall materian, again, here you would use the displacement map in the displacement channel, to give it depth.

Wouldn't that work? To be honest, I dont know, but it sounds ok :P

Edit: hmm, couldnt get it to work. And I'm tired. Going to bed ;)

read 615 times
2/8/2009 11:24:03 PM (last edit: 2/8/2009 11:38:43 PM)
show user profile  Dub.
Just model it.

A displacement map will take ages to render and look like ass.

read 603 times
2/9/2009 12:12:36 AM (last edit: 2/9/2009 12:12:36 AM)
show user profile  LoyHogg
I agree with Dub.

One method would be to take a whole bunch of pentagonal shapes ( created with line tool ) C&P then just scale and move them appropriately, making sure to surround the lot with a rectangle. Then attach all and extrude.

Just one method :)
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2/9/2009 12:37:49 AM (last edit: 2/9/2009 12:37:49 AM)
show user profile  urbanknight
Hi LoyHogg and Dub,

Thanks for your respective replies. Just one more question. How do you attach the pentagons to all 4 sides of the bldg while ensuring that the pentagons do not overlap and are one big seamless entity with rounded corners ?
read 589 times
2/9/2009 1:10:11 AM (last edit: 2/9/2009 1:10:11 AM)
show user profile  horizon
Do what loyhogg said, do it all in one piece (all 4 walls), subdivide it to get more polies, and then bend it to the desired shape (path deform, manually or whatever works)

read 575 times
2/9/2009 3:25:16 AM (last edit: 2/9/2009 3:25:16 AM)
show user profile  STRAT
/me waits patiently for 'tutorial' Grotey to step in with another save-the-day post :)


read 553 times
2/9/2009 7:08:24 AM (last edit: 2/9/2009 7:08:24 AM)
show user profile  mrgrotey
Lol, well I cant think of a way to get the hole different sizes like that other then manual scaling them but heres how i would start it all off then just scale the hoels at border level before subdiving/shelling/bending as others have suggested. cant be of more help at the mo. hope it helps

This way also gives you the lines needed to create the black lines in between the holes in the images you posted

(old video, reposted)

read 546 times
2/9/2009 7:18:10 AM (last edit: 2/9/2009 7:24:32 AM)
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