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I have two questions about max - please help :)
show user profile  aniworld
1: how to create flat cartoon eyes? without usinf the ffd box?? is it possible to set a look at target for a texture? that will work similar to a normal eye rig?

2: something that is really annoying me, i remember seeing someone do this once in another tutorial but i cant remember where?? he created a square plane then clicked something to make it repeat in the render?? which gave him an endless ground plane, i was hoping to use this with an ocean texture. anyone one else know how to do this?

cheers :)
read 387 times
10/1/2011 9:52:14 PM (last edit: 10/1/2011 9:52:14 PM)
show user profile  Nik Clark
2. In the plane's settings, there is a tickbox which does this, and a (possibly) scale option that tells you how much larger to render the plane than what you see in the viewport.





read 380 times
10/1/2011 10:11:07 PM (last edit: 10/1/2011 10:11:07 PM)
show user profile  aniworld
cheers i think this must have been what i saw only its not as amazing as i thought because it only scales the plane rather than repeating it? i was hoping for more of a game like effect?
read 373 times
10/1/2011 10:24:17 PM (last edit: 10/1/2011 10:24:17 PM)
show user profile  Garp
1. You can add a uvw map modifier (set to planar) to your eyeball and assign a lookat constraint to its gizmo.
Requires a bit of typing though. Bear with me.

- start a new scene and create a geosphere and a dummy
- add a uvw map modifier to the geopshere and make sure it's set to planar mapping
- open the curve editor, go to geosphere01 > modified object > uvw mapping > gizmo and select the rotation track
- right-clik on it and assign a lookat constraint
- close the curve editor and open the listener (F11)
- assign the constraint to a variable to make the next steps easier (have the geosphere selected)
c = $.modifiers[1].gizmo.rotation.controller
- add the dummy as a target
c.appendTarget $Dummy01 50
- set the target axis to be the Z axis of the mapping gizmo
c.target_axis = 2
- make the upnode axis the world's z axis (the upnode is already the world by default)
c.upnode_axis = 2
- and then flip it as it's probably upside down (the tiny line pointing out of the gizmo)
c.StoUP_axisFlip = true
- assign a texture to the geosphere, move the dummy around and watch as the texture follows while the geometry stays still

As you probably won't assign the texture to an eyeball but rather to the head, you'll have to assign different material IDs and use a multi/sub-object material.
You'll need also to move the uvw map's gizmo to where the center of the eye would be. By default it's aligned to the model's pivot.




read 353 times
10/1/2011 11:21:26 PM (last edit: 10/1/2011 11:23:27 PM)
show user profile  aniworld
Brilliant thank you i'll give it a go :)
read 344 times
10/1/2011 11:42:05 PM (last edit: 10/1/2011 11:42:05 PM)
show user profile  Garp
2. vray has a vrayplane primitive that renders as an infinite plane.
I know, doesn't help much if you don't use vray :|




read 337 times
10/2/2011 12:16:26 AM (last edit: 10/2/2011 12:16:26 AM)
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