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enough stalling
show user profile  stevey2shoes
Now I've made a few videos i really need to start modelling my first character.
I've made a very quick start, if someone will remind me of the website i need to post it on and link to here please?
Its going to be a simple character but I eventually want to make him photo realistic, to blend in with real life footage, just to increase my learning curve.
So far I've only worked with diffuse maps and am terrified of the thought of UV mapping and unwrapping,
I know, with that out line there's a lot to learn but can someone give me some ideas on what I must at least be looking into because things like ambient occlusion, diffuse, specular level and colour, filter colour, reflection/ refraction, and thing s like sub surface scatter are all just words at the moment.
any advice welcome

read 514 times
11/25/2011 4:03:01 PM (last edit: 11/25/2011 4:03:01 PM)
show user profile  Nik Clark

Personally, I prefer

Good luck!

read 500 times
11/25/2011 4:10:15 PM (last edit: 11/25/2011 4:10:38 PM)
show user profile  stevey2shoes

read 495 times
11/25/2011 4:16:20 PM (last edit: 11/25/2011 4:16:20 PM)
show user profile  stevey2shoes
wow that was straight forward, thanks Nik
so far I've selected the polys i want material to apply to and added it, is this the right way? when I see maps of everything laid out I think.... how am I supposed to guess where to draw everything?, might sound stupid to you guys.
I do have mudbox and wondered if that's the whole point of mud box, the may be make the hands here , in MAX, and then import into mudbox and just start painting.
On that note I wondered if I should delete the head here and make that separately, then parent it to the body.
Like I say a lot of stuff for a beginner like me to think about
read 490 times
11/25/2011 4:21:11 PM (last edit: 11/25/2011 4:21:11 PM)
show user profile  Garp
For the various material components (diffuse, reflection, etc), look in the material section in the reference, everything is there. If you go through each topic while trying things with a simple scene at the same time, you'll understand how it works in no time.
3ds Max Reference > Material Editor, Materials, and Mapping > Materials > all sub-topics!

As for UV mapping, there's a simple way to look at it. Think of the mesh in the UV editor as a copy of your original model, the editor window being just like an orthographic viewport (default to top view). You can break the texture mesh apart, detaching polygons, changing their shape, location, size, etc. You cannot change the topology of the polygons, like cutting or removing vertices, as there is a direct correspondance between each poly on the texture mesh and its counterpart on the model. The goal is to position them on the bitmap that you're using as texture.
Again, going through the reference will get you there pretty fast if you go step by step and make lots of tries on the way.

read 484 times
11/25/2011 4:25:55 PM (last edit: 11/25/2011 4:25:55 PM)
show user profile  stevey2shoes
Thanks Garp.
Well said but still terrified. will look into each subject as you suggested.
BTW is it possible to isolate just the head, and subdivide only that, as it will need a denser mesh than the rest? because at the moment, just making the head on its own in mudbox, and THEN parent it seems less scary to me (its how I made my six million dollar man video a while ago), but I wont be learning anything new if I do things my old way

read 481 times
11/25/2011 4:32:23 PM (last edit: 11/25/2011 4:32:23 PM)
show user profile  stevey2shoes
this chap seems to explain a hell of a lot very clearly, the only thing he avoids is the normal map because he uses a plugin.
I only repost it here incase anyone else is struggling with these things

read 464 times
11/25/2011 5:02:00 PM (last edit: 11/25/2011 5:02:00 PM)
show user profile  LionDebt
The best advice I can give you is to follow Grotey's Sea Turtle tutorial. He runs you through everything from setting up references images, modelling each element efficiently, joining it all together, sculpting the high poly mesh (for normal maps), rebuilding the topology, unwrapping and texturing...

You can find it here:

It's 18 videos long but will leave you a lot less terrified and more competent in 3DS Max. Best of all? It's absolutely free. Second best of all? Everything you learn in creating a sea turtle can be applied to any character model ever. Even whales.
read 442 times
11/25/2011 6:42:11 PM (last edit: 11/25/2011 6:42:11 PM)
show user profile  stevey2shoes

read 425 times
11/25/2011 8:28:24 PM (last edit: 11/25/2011 8:28:24 PM)
show user profile  stevey2shoes
I would increase the poly count but I've forgotten how, thought it was an F key.
Done a bit in Mudbox, but it crashes when I try to paint.
Will look again at the sea turtle tutorials, last time i was put off because he went so fast and Id only had MAX about 2 weeks,

read 424 times
11/25/2011 8:31:25 PM (last edit: 11/25/2011 8:31:25 PM)
show user profile  mike_renouf
I've been maxing for a number of years and there are tutorials that I go back to again and again. They're like onions with many layers - don't expect to get every layer of info on the first go.

I'd also recommend the character modelling tutorials. They're excellent.

read 397 times
11/26/2011 11:45:57 AM (last edit: 11/26/2011 11:45:57 AM)
show user profile  stevey2shoes
Thanks will look into it.
I've already started animating him now, and I spent 2 hours applying physique modifier to then give up, add a skin modifier and be done in 2 minutes,
I'm now trying to work out why the bipeds hips are locked in place, in poser you could just grab them and they could rotate freely, but these are locked in place.
any ideas?
read 382 times
11/27/2011 12:59:49 AM (last edit: 11/27/2011 12:59:49 AM)
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