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mysteroctober
Joined: 25 May 2008 Posts: 41 Location: USA
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Posted: Mon Apr 27, 2009 9:31 am Post subject: Making a room inside a large box |
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I have been able to follow the tutorials and read the forums in order to come up with a working Room. I was even able to start from scratch and make my own nodes and such....
My main question now is kinda a process that I am not following.
I was able to create my first room with just a Plane mesh, then I tried to create other meshes like a floor, then a cylinder.
Here is my problem:
All of my meshes were created and weighted with my skeleton node. I made a multi-sub/object material like the tutorials suggested with [n] at the end of my material names.
One thing that I was not able to do was assign a texture to the inside of a box, it would only texture the outside of the box.
Another thing is that when I have more than one mesh to export I notice that Previewer will make the materials duplicate.
What am I doing wrong and how can I texture the inside of a box (or sphere) to create an environment like effect?
Why does my meshes keep adding the same Multi-sub/Object making my sub materials duplicate and how can I keep from that happening? |
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Mercuria  Moderator
Joined: 13 Nov 2004 Posts: 18354 Location: USA
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Posted: Mon Apr 27, 2009 9:34 am Post subject: |
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In max, select object, right click and pick 'object properties' then turn off backface cull.
You'll see both sides of a plane that way.
Make your material 2 sided when you set it up.
If you want different materials on different objects that will be used in teh same mesh product, you must use different names for the materials, different numbers, name the jpg's uniquely, and make sure Set ID is unique per object.
Any redundancy results in redundant textures.
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Posted: Mon Apr 27, 2009 12:47 pm Post subject: |
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or you can apply " normalize " to the box ( I use a low poly sphere) that way you can see through the front and see the inside . ( max 7 I think it does not have this choice) _________________
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Keef
Joined: 22 May 2005 Posts: 7242 Location: USA - CA
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Posted: Mon Apr 27, 2009 4:07 pm Post subject: |
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Jaleman31 wrote: | or you can apply " normalize " to the box ( I use a low poly sphere) that way you can see through the front and see the inside . ( max 7 I think it does not have this choice) |
In 7 you can just select the box as a element or as polys and then flip the normals to turn it inside out. _________________ You can now find me at the PixelPusher Community Forums!
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mysteroctober
Joined: 25 May 2008 Posts: 41 Location: USA
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Posted: Tue Apr 28, 2009 7:03 am Post subject: |
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Thank you for your feedback everyone, I want you to know that I have been browsing the forums for a year now and slowly I am getting the big picture
Jaleman31 wrote: | or you can apply " normalize " to the box ( I use a low poly sphere) that way you can see through the front and see the inside . ( max 7 I think it does not have this choice) |
Jaleman31
When you refer to "Normalize" is that the check box when applying a skin to Weight the mesh to the skeleton?
mercuria
Can you tell me how materials are extracted for Meshes?
I followed the extract Mesh and Extract Materials from the tutorials, and I am fine when I have one mesh. I wanted to add a Mesh to my product so that when some one derives from it they have the option to remove that mesh and not affect the product that much.
IE - when some one derives from my product, if they choose to remove an item from the room they can. I also want to make the texture process easy and allow the developer to be creative on the textures. (hopefully this will make my product more desirable to derive from). |
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Mercuria  Moderator
Joined: 13 Nov 2004 Posts: 18354 Location: USA
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Posted: Tue Apr 28, 2009 8:37 am Post subject: |
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I'm not sure what you're referring to when you say "extract" materials.
Normally if we refer to extracting an asset it means that you edit your own product and extract the asset from the previewer. This can only be done with a product that you personally uploaded.
As far as adding a mesh and having the option to remove (using an opacity map) you would assign a different material to that object or map it so that the customer can black out that section of the mesh.
My charm bracelet would be an example of something that is mapped so the deriver can black out (make transparent) an object of the mesh, in this case, the box charm or a plane charm. example here
I have a material tutorial listed in one of the stickies. You just need to set up a multi sub object material then set up your sub materials using unique [#] ID's and making sure to assign the unique ID's to each object you want to have that material.
Do not repeat .jpg texture names ever unless you want them to repeat on objects using that texture.
Creativity/versatility can be built into your meshes when you map them.
Good UVW mapping allows the deriver to be creative, IMO.
Some users want 'easy' as in, they put one texture on one map. I personally do not like that as it creates larger file sizes.
Jamming as much as possible into a map without regards to matching scale or neatness is also bad because it creates skewed textures.
Mapping is a skill that takes time however, it can make or break the flexibility of a product.
Simple mapping, one piece per texture.
More complex mapping. (not my best but I can't fix it now)
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Posted: Tue Apr 28, 2009 1:23 pm Post subject: |
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Quote: | Jaleman31
When you refer to "Normalize" is that the check box when applying a skin to Weight the mesh to the skeleton? |
it`s a modifier, but the way Mercuria and keef mention will work the same.. _________________
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mysteroctober
Joined: 25 May 2008 Posts: 41 Location: USA
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Posted: Wed Apr 29, 2009 4:44 am Post subject: |
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Thanks everyone for the help. I was finally able to get my textures on the box. I also used the previewer to make the textures 2 sided. I read about See Thru nodes in a tutorial and I want to see if that works with 2 sided materials.
I am sure I will have more questions later. Soon I will have my mesh in the catalog..  |
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mysteroctober
Joined: 25 May 2008 Posts: 41 Location: USA
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Posted: Wed Apr 29, 2009 4:50 am Post subject: |
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mercuria wrote: |
I'm not sure what you're referring to when you say "extract" materials.
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Merc, I mis-spoke. Really I meant EXPORT from Max.
I make sure that I have nothing selected and select EXPORT to CAL Material file, then I have several choices, I then choose my Material that I want to export. Sorry for the confusion. |
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Mercuria  Moderator
Joined: 13 Nov 2004 Posts: 18354 Location: USA
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Posted: Wed Apr 29, 2009 4:59 am Post subject: |
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'saright 'sokay.
I would not use two sided materials on see through nodes.
You know you only need see through nodes if you are using something other than a plan for your walls/roof (or whatever object you want to be see invisible to the camera).
If using planes, just make sure normals are flipped in. Interiour of house would have normals facing it, outside of house would be the 'dark' side of plane.
It is very early, I might not be making sense.
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Mercuria  Moderator
Joined: 13 Nov 2004 Posts: 18354 Location: USA
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Posted: Wed Apr 29, 2009 5:01 am Post subject: |
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Also, some people don't export textures.
You do have to set your material ID's and I always set up materials in max but you can edit an .xrf file by hand in notepad.
I do export my materials because I find it takes the same exact amount of time to do that as it does to make one by hand.
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mysteroctober
Joined: 25 May 2008 Posts: 41 Location: USA
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Posted: Sat May 02, 2009 10:09 am Post subject: |
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~gets all quiet because I hit the developing suggestions~
Well I am getting somewhere, the tutorials are a great help but it is what you guys say that tells us the GOCHTA's.
Thanks alot Merc, Jale, Keef.
Soon I hope to have a mesh out there. |
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TragicallyBeautiful
Joined: 02 Dec 2007 Posts: 2659 Location: USA - CA
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Posted: Sun May 10, 2009 7:36 am Post subject: |
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ok.... this is the closest thread I can find that *kind of* goes hand in hand with my issue. Here's the deal:
I'm making a mesh for a duel corset piercing......all is going along fine and so far I'm pleased, BUT (isn't there ALWAYS a but??) For some reason, when I upload my mesh to the previewer part of it disappears.... but I can see that particular part of the mesh on the back (the part closest to the avatars back). Obviously this is a problem, as people can't see the underside of the piercing. I'm thinking that maybe for some reason it's only showing one side of the plane I used for the mesh?? I saw that Merc had given some advice, and I double checked to make sure Backface Cull was off and that my exported .xrf was in fact 2 sided, but the mesh is still only partially there. (Oh, btw... I'm deriving from Female Avatar Attachment (682) via the 'File>Create Derived Product' Menu in the previewer.)
Here's a pic of what I'm dealing with (just in case I don't make sense... that happens sometimes, lol):
In the 1st pic, the red circle indicates that the ribbon is there, just not visible from the outside... the 2nd pic is where pieces of the ribbon don't show on the outside of the mesh, which is where the back of the plane I used for the mesh is. And now that I think about it... it's not showing the correct colors for the mesh either. o.O One of the ribbons should be black, the other white, and the rings should be gray. /sigh
Does anyone have any suggestions for a noobie mesher?? _________________ GOREgeous dp by Homosexuell <333
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Posted: Sun May 10, 2009 1:21 pm Post subject: |
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next time don`t be shy open you own post .
now whit you mesh problem you say you " (Oh, btw... I'm deriving from Female Avatar Attachment (682) "
that mean your mesh is skin to a single bone, so the mesh will move according to that single bone and on some movements of the avatar, the mesh will sink inside the avatars body`, that may be why you only seen the edge of the part of the mesh..
now , if you flit your mesh?
did you flit all of them or just one and why?
if you are making your mesh in the from view port it will be facing to the front and the back will be see through ( planes) . when you clone / mirror. them you get the new mesh flit and you have to flit it back .
the best way would be physique your mesh to the avatar ( and even then some parts may still sink inside ) _________________
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TragicallyBeautiful
Joined: 02 Dec 2007 Posts: 2659 Location: USA - CA
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Posted: Mon May 11, 2009 3:32 pm Post subject: |
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Hmmm... well, I'm pretty sure they're not sunken inside the avatar because I pulled the mesh away from it to make sure that wasn't the problem, although I do see how that could be a problem when the avatar would move. Is there a way to make a plane 2 sided?? and how do I go about weighting the mesh using physique? Thanks for your help!! _________________ GOREgeous dp by Homosexuell <333
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