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I discovered a neat way to give tiling textures variation..
show user profile  Amish bob
I don't know if this is a well known approach, but I never heard of it before.

first, make a uv image of the part of your model that will have one texture tile on it.

then make a basic texture.

Now bring your UV image back, and put it on top of the basic texture.

Now you paint scratches etc inside the edges, without crossing them

you now have one basic texture, and one that is very battered.

In max, apply the basic texture to the whole model, and apply the second one to a polygon on the model, so it gets mat id 2.
Then just pick a few random poly's, and change their id.

Because I did'nt paint over the lines earlier, It does'nt matter wich ones I choose.

Now the road has an ok amount of detail to it, and does not repeat itself too much

I thought that was pretty cool :)

But can it be used for lowpoly stuff? or does it strain the system just as much as loading many different textures?

read 1861 times
3/15/2009 1:18:42 AM (last edit: 3/15/2009 1:20:16 AM)
show user profile  Kajico
I've done the same thing but using nodes in LW and weight maps to place the random patterns. First time I've seen it in Max though, looks awesome, got to try it out.

(\/) (°,,,°) (\/) Woop woop woop!

read 1851 times
3/15/2009 1:24:30 AM (last edit: 3/15/2009 1:24:30 AM)
show user profile  markoid
It's news to me... looks great... thanks for sharing.

read 1841 times
3/15/2009 1:52:50 AM (last edit: 3/15/2009 1:52:50 AM)
show user profile  Garp
Cool trick, Bob. Let me add one that complements it, if I may.

Select all the edges and split them, so all polys are now distinct elements. Toss a MaterialByElement modifier. Adjust the settings as needed. Collapse the modifier. Weld everything back.
Et voilà. All your polys have different material IDs.

read 1831 times
3/15/2009 2:18:44 AM (last edit: 3/15/2009 2:18:44 AM)
show user profile  MrBurns
Very cool, cheers :)
read 1821 times
3/15/2009 2:41:46 AM (last edit: 3/15/2009 2:41:46 AM)
show user profile  TimTamFin
Thank's for sharing !

read 1807 times
3/15/2009 3:19:45 AM (last edit: 3/15/2009 3:19:45 AM)
show user profile  advance-software
Nice solution.

* Adds to favourites *
read 1800 times
3/15/2009 3:40:09 AM (last edit: 3/15/2009 3:48:17 AM)
show user profile  Boing_
could you apply a volume select modifier then put a moise map in the bitmap slot to select the polys for you?
read 1788 times
3/15/2009 3:54:46 AM (last edit: 3/15/2009 3:54:46 AM)
show user profile  Chris123643
i love these threads, sharing skills... niceone, ill give this a try.

read 1785 times
3/15/2009 3:58:03 AM (last edit: 3/15/2009 3:58:03 AM)
show user profile  Amish bob
Glad you guys like it.
I prefered to select the polys by hand, but there are scripts that creates random sub selections if you want.

read 1764 times
3/15/2009 5:07:07 AM (last edit: 3/15/2009 5:07:07 AM)
show user profile  Amish bob
"could you apply a volume select modifier then put a noise map in the bitmap slot to select the polys for you"
Just tried it. Works fine. Never tried that modifier before.

What if I made a long race track, and I wanted to apply this method to the part of the road on the insides of curves. where cars would cut corners, and drag gravel onto the road etc.But selecting by hand would take too long. Is there any way I can get max to select them for me? The best thing I can come up with is painting vertex colours, and select by vertex colour in epoly.
But there is probably a better way.
the sharper the turn, the closer the vertices are going to be. Is there any way to select by distance?
Not really important, in that situation it would probably be much easier to make a seperate texture for the whole road section. I'm just having fun trying to get max to work in strange MacGyver like ways.

Making a clone of the track, putting it above the original with a lattice modifier on does not work btw :p

(I thought maybe since the joints would be denser around the turns, a light shining through them would cast less light on the track in the righ places, and I could use that to get vertex colours.. )

read 1740 times
3/15/2009 7:07:02 AM (last edit: 3/15/2009 7:08:25 AM)
show user profile  Dub.
This should get you started.

It selects all faces with below average size.

obj = $
TFA = 0.0
numFaces = obj.numfaces
for i=1 to numFaces do ( TFA += polyop.getFaceArea obj i )
avArea = TFA/numFaces
FSBA = #{1..numFaces}
for i=1 to numFaces do
if ((polyop.getFaceArea obj i) > avArea) do ( FSBA[i] = false )
polyOp.setFaceSelection obj FSBA

read 1685 times
3/15/2009 1:54:26 PM (last edit: 3/15/2009 2:23:59 PM)
show user profile  Davious
thats neat AB, thanks for the share.

" Difficult, yes. Impossible , no..."
read 1670 times
3/15/2009 2:34:31 PM (last edit: 3/15/2009 2:34:31 PM)
show user profile  Amish bob
Thank's ! That's a very useful script

read 1667 times
3/15/2009 2:42:08 PM (last edit: 3/15/2009 2:42:08 PM)
show user profile  Amish bob
I have a question Dub:

would it be possible to do some of this stuff in max by scripting?

I bought the pro version of that program for the modeling tools, .it removes most of the issues you get when lofting a track in max.
but it's very difficult to work with for standard modeling. Plus it's made as a modders tool, to export directly to games, so it takes a bit of work getting the mesh into max.
I'd pay good money for that "drag and optimize" function.

read 1636 times
3/15/2009 4:56:43 PM (last edit: 3/15/2009 4:56:43 PM)
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