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Creating big scenes in 3ds max
show user profile  Darius
Hello everyone,
I've got a question. How you people create huge architectural buildings in 3ds max with details. How do you people optimize? How much big a 3ds max file can be? How much poly it can contain? How much large scene I can create in 3ds max? Cause I saw a range in 3ds max... If I want to create a huge scene in 3ds max I change my units setup to kilometers. Is there a way to create 3ds max's viewport larger . I mean,What to do if I want to create a huge detailed city... I'm just a noob. So, I was wondering.

read 812 times
1/18/2015 9:41:03 PM (last edit: 1/18/2015 9:41:41 PM)
show user profile  Mr_Stabby
Technically, you wont find any problems trying to realistically detail a city the size of a few blocks.
Practically though, max wasn't made for large scene composition so doing that is rather uncomfortable.

read 788 times
1/19/2015 12:51:34 AM (last edit: 1/19/2015 12:51:34 AM)
show user profile  Darius
So,is Maya perfect for that? And are there plugins for poly optimizations in 3ds max? Can you tell me how much mb or gb a max file can be?
Thank you brother.
read 787 times
1/19/2015 1:18:47 AM (last edit: 1/19/2015 1:29:06 AM)
show user profile  gogodr
I really doubt there is much difference in resource optimization for big scenes across 3DsMax, Maya, XSI, Blender, Cinema4D and others.
Your biggest concern here should be hardware and raw power.

a 3DsMax file can be as big as your machine can handle.

Hello there

beautiful ;3

read 777 times
1/19/2015 3:07:17 AM (last edit: 1/19/2015 3:07:17 AM)
show user profile  Error404
If you are using VRay, I would use Proxy geometry for heavy objects.

I don't know how well it works in Max since i've not used Max for 6 years or so, but in Maya you can reference scenes so that they can be loaded or unloaded at will. This can be handy sometimes. And in a fatal crash where the file is corrupt, or just getting to silly to use, you can always just start fresh and reference in all the files to a new file. It's not perfect, but it's better than having all your eggs in one basket, as the saying goes. -

read 763 times
1/19/2015 4:19:37 AM (last edit: 1/19/2015 7:34:07 AM)
show user profile  herfst1
You can also reduce scene size by not relying on turbosmooth too much. If you can make something low(er) poly and look as good as the high poly (turbosmoothed version) then it'll be "better."

The main problem for max is having 1000's of individual objects, so if you can, attach things that can be attached (e.g. if a chair is made up of 10 pieces just attach them all as one) and, as error said, proxy the hell out of it.
read 753 times
1/19/2015 5:35:00 AM (last edit: 1/19/2015 5:35:00 AM)
show user profile  mike_renouf
Working with Xref scenes and Xref objects will save you a lot of headaches if you can figure them out. They'll save you from creating multiple instances of the same geometry or materials and give you a lot of saving in terms of time as well as computing power.

read 740 times
1/19/2015 8:23:00 AM (last edit: 1/19/2015 8:23:00 AM)
show user profile  khamski
I had 200 mln polygons in my recent arch scene or even more
Used 16 gb RAM + 40-50 Gb virtual on SSD.

Virtual memory is very important because once RAM is full you get max crashed.
But if you have enough virtual memory max appears to be stable handling huge scenes.

read 736 times
1/19/2015 10:01:40 AM (last edit: 1/19/2015 10:01:40 AM)
show user profile  Darius
@gogodr Woaa... you used so many software ... I have currently 12 gb of ram at 1333 mhz... I'm thinking of buying 32 gb ram at the end of this month to create more complex scene.

@Error404 Can ya give me a link for the way of making proxy geometry? I dun want all eggs in one basket too.I import tree models and import them.Is it better to use itoosoft or forest pack? Is there a better thing for plants and trees?

herfst1 can you explain 1000 individual objects? Is that what you mean is max can only handle 1000 individual objects? If I use more than 1000 then it may crash?I always try to create more and more attached objects and multi sub materials.

@mike_renouf Can ya give me a link for making xref scenes and Xref objects?

@khamshi So,is that okay to get 32 gb of RAM? I dun have SSD la.

Thank you all
read 724 times
1/19/2015 1:35:11 PM (last edit: 1/19/2015 1:39:15 PM)
show user profile  herfst1
Took me too literally. I meant "a lot."

read 717 times
1/19/2015 3:03:05 PM (last edit: 1/19/2015 3:03:05 PM)
show user profile  Darius
Woalao.... !!! I just noob la. I just try to know about things...
read 706 times
1/19/2015 4:36:48 PM (last edit: 1/19/2015 4:37:48 PM)
show user profile  gogodr
you could always

Hello there

beautiful ;3

read 703 times
1/19/2015 4:38:00 PM (last edit: 1/19/2015 4:38:42 PM)
show user profile  Darius
Woaa... Dun make fun of me la... zzzz... Its okay... I got lot of info from you guys. I appreciate that.
read 698 times
1/19/2015 4:56:10 PM (last edit: 1/19/2015 4:56:10 PM)
show user profile  Mr_Stabby
>>So,is Maya perfect for that?

imo maya is even less composition orented. Anyways, max is quite allright for one big building or even a little city block. Its the city part thats problematic as the viewport control and precision just isn't designed for that. I think the only editors you'll find out there for that scale of things are ones made for building game worlds like the creation kit or unreal editor.

When you go to the movies and see half of new york being leveled, keep in mind that what you see isn't in one giant scene but rather pieced together from dozens or even hundreds of renderings scene to scene. Their goal isn't to create a realistically detailed virtual representation of a place but just make it seem like it, most of the work occurs in post with software like nuke and/or AE.

read 686 times
1/19/2015 6:06:42 PM (last edit: 1/19/2015 6:06:42 PM)
show user profile  Darius
Ohh,I see.Thank you brother. Nice explanation !
read 684 times
1/19/2015 6:14:24 PM (last edit: 1/19/2015 6:14:24 PM)
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