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Is this ready for materials?
show user profile  Sylverstalker
Over a year ago I posted some real rubbish on the site with the annoying question 'How do I model better?' Well I have put my free time into practicing modeling and learning about topology but now I have what is probably an equally annoying question...

I have spent the best part of 3 afternoons modeling this and I was wondering if this model would be considered of a high enough quality to proceed to texture it. I ask this because this is my most complete non-tutorial model and i have never really done too much materials/textured stuff.


read 565 times
6/22/2010 2:15:14 AM (last edit: 6/22/2010 2:16:44 AM)
show user profile  Joey Parker Jr.
Go for it!
 photo 2012-sig_small3_zpsbd114b69.png

read 552 times
6/22/2010 2:54:58 AM (last edit: 6/22/2010 2:54:58 AM)
show user profile  jareu

He who says it cannot be done is interrupting the man doing it.

read 544 times
6/22/2010 3:22:21 AM (last edit: 6/22/2010 3:22:21 AM)
show user profile  Sylverstalker

Thanks for the quick replies. I've done a little bit o materials before but not a lot. I've read that almost any material can be made in 3ds max alone, do you recommend this? If not, should I use photoshop and if I use photoshop should I base them on photographs or create them from scratch? Or should i do little bit of each...?

Sorry these are probably questions that cannot be answered definitively, I'm just after a recommendation so I know what kind of tutorials to look into to

read 537 times
6/22/2010 3:39:55 AM (last edit: 6/22/2010 3:39:55 AM)
show user profile  Joey Parker Jr.
Slow down there sonny.
First you need to unwrap it.

Here's a great uvw mapping tut:
 photo 2012-sig_small3_zpsbd114b69.png

read 533 times
6/22/2010 3:47:34 AM (last edit: 6/22/2010 3:47:34 AM)
show user profile  Sylverstalker
Yeah, I've tried Unwrapping before. I found it really hard! Ill try that tutorial, thanks :)

read 530 times
6/22/2010 3:49:08 AM (last edit: 6/22/2010 3:49:08 AM)
show user profile  Pil
The edge that you modeled all around the side of the body of the violin isnt there on a real violin.
Its a dark edge that is embedded into the body to keep the deck floating.

read 512 times
6/22/2010 7:40:00 AM (last edit: 6/22/2010 7:40:00 AM)
show user profile  Sylverstalker
Too true...I should have noticed that...Damn.
Thanks Pil.
Ill see what I can do about it.
I had almost finished unwrapping the body too. :(
oh well, practice makes...better.


read 509 times
6/22/2010 8:05:56 AM (last edit: 6/22/2010 8:05:56 AM)
show user profile  graphix72
By the way, beautiful work on that violin. Beautiful!

read 490 times
6/22/2010 11:57:57 AM (last edit: 6/22/2010 11:57:57 AM)
show user profile  Sylverstalker
Thank you Graphix,


Also, I remodeled the Edge of the body to more accurately resemble a violin, the only problem is that i butchered the Geometry a little bit doing it. it is still all 4 sided but the un-turbosmoothed geometry looks a lot more angular than before.

I have developed what i think is a bad habit of using the turbosmooth function as a 'make nice' button.

I'll get to the point. I've been reading on the internet about turbosmooth and unwrapping and some places said it would work and others said it would distort the texture. my new question is: does turbo smooth work on a uvw unwrapped object without distorting the textures?

(Sorry in advance if this is another of those annoying noob questions)

EDIT: I think i figured it out, thanks anyway :)

read 486 times
6/22/2010 12:18:49 PM (last edit: 6/22/2010 12:52:41 PM)
show user profile  graphix72
Well, it may be a noob question, but I'm also interested in the answer to it. So, does TurboSmooth distort the texture?

read 457 times
6/22/2010 4:44:09 PM (last edit: 6/22/2010 4:44:09 PM)
show user profile  Sylverstalker
Well from a few experiments I did to test it turbosmooth does distort the texture, the more (sorry I'm not sure of all the correct terminology) 'edge-loops', like chamfers and stuff the less distortion and the meshsmooth function seemed to distort less than turbosmooth. I'm using it at the top of the modifier stack on my violin body now and it seems to only have a few small problems that im not in the mood to go and fix in the gemometry.


read 450 times
6/22/2010 5:59:12 PM (last edit: 6/22/2010 5:59:12 PM)
show user profile  graphix72
Well, I think if you want to avoid texture distortion, you will have to place the UVW Unwrap modifier at the very top of the stack - above the TurboSmooth or MeshSmooth. Of course, then you will have to unwrap a much higher poly object, which might be a pain. But you won't have any distortions.

read 420 times
6/23/2010 2:55:17 AM (last edit: 6/23/2010 2:55:17 AM)
show user profile  Sylverstalker
I'm, not completely sure how accurate a UVW should be. but this is my checkerboard of the smooth on and off.
do they look like they are properly done and can yo see the texture distortion?

read 406 times
6/23/2010 5:35:26 AM (last edit: 6/23/2010 5:35:26 AM)
show user profile  graphix72
Looks like the texture on the side of the violin body nearest to the bottom of the picture is slightly distorted - the checker pattern looks more like rectangles than squares there. However, in my opinion this is well within the acceptable limits. The unwrap looks fine to me. Perhaps someone else might disagree, but I'd go ahead and use these UVW maps.

read 376 times
6/24/2010 11:20:45 AM (last edit: 6/24/2010 11:20:45 AM)
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