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Unwrap UVW Map Cave
show user profile  letteralex
Hello. I recently started using 3ds Max to make models to my hobby project in Unity 3D ... I made this small test cave and now I'm wondering whats the best way to go when you want to uvw unwrap it.(edit: oh yea tried flattening the map but it came with a lot of small unnecerrary pieces...btw i also have cinema 4D if someone knows a good tutorial for that one ill check it out)

Heres the image of the small cave(It's just a box with normals flipped and faces extruded+ used tesselate and relax modifier. Then made it a bit smoother with mudbox):

If you can point out some good tutotials I could check out to learn how it's done, that would be greatly appreciated. Also if you have nice tips or techniques to make caves, post them aswell.
read 758 times
10/25/2012 5:30:39 PM (last edit: 10/25/2012 5:40:20 PM)
show user profile  herfst1
Unwrapping tutorial: this will teach you most of the tricks, just download part 7.

As for making a cave, a sculpting program like zbrush or mudbox is the way to go, could make that in a very short time with very good details. If I were to make it just in max I'd apply tubosmooth, then a noise modifier to your model to make the surface bumpy. And if I wanted very nice details I'd find a good tile-able texture and use a displace modifier as well.
read 751 times
10/25/2012 5:37:59 PM (last edit: 10/25/2012 5:37:59 PM)
show user profile  letteralex
Hmm im not sure how much polys unity engine can handle so im trying to keep it fairly simple. Thanx for the link i'll check it out. Also, if you make in mudbox or sculptris. Doesen't the poly count go through the roof or is there a way to lower it when importing to max.. or some other way?
read 749 times
10/25/2012 5:43:23 PM (last edit: 10/25/2012 5:43:23 PM)
show user profile  LionDebt
Well, you're typically going to want to split your cave up into as many pieces as possible.

As for detail, you can sculpt an extremely detailed version of your cave (piece) in MudBox or Sculptris, then use that detailed piece to 'bake normals' using Max's RTT textures. This is quite advanced, the linked Sea Turtle tutorial covers it in depth (albeit for a sea turtle and not a cave) but the principles are the same.

[edit: click here - this link gives you a lengthy workflow/approach to normal mapping and I find it very informative if you're new to the idea. [/edit]

I personally would split my cave into as many parts as I can. Lower-Walls, Upper-Walls, Ceilings, Stalagmites/Stalactites, Alcoves, Stairs, Ramps etc. Then unwrap, sculpt and texture each piece separately. I speak purely from a UDK (unreal development kit) background, but I assume the principles from modular level design and construction apply to the Unity editor also.

Nice cave by the way.
read 740 times
10/25/2012 5:58:52 PM (last edit: 10/25/2012 6:00:17 PM)
show user profile  Boody
Once you get the hang of mapping look at bump / displacement maps...
They can let you kind of model bumpy/rough terrain/surfaces without adding polys to your model..
read 727 times
10/25/2012 6:28:12 PM (last edit: 10/25/2012 6:28:12 PM)
show user profile  Boody
looks really good by the way
read 726 times
10/25/2012 6:29:57 PM (last edit: 10/25/2012 6:29:57 PM)
show user profile  letteralex
Thanx for the qick replies guys. This helped a lot. I'll try that pelt mapping + normal mapping the mrgroteys turtle video showed. I'v already made some bumpmaps and specular maps in unity (dam so many diffirent types) for a few weapons and caravan wagons i made... They bring the models to life :3
read 723 times
10/25/2012 6:37:45 PM (last edit: 10/25/2012 6:40:33 PM)
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