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EX | A Few Questions bout Max
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PostPosted: Wed Mar 16, 2011 1:41 am    Post subject: EX | A Few Questions bout Max Reply with quote

Question 1
Well, im trying to learn max steps by steps, i did a few actions, poses & furnitures but now i want to make a room. But, i dont really know how, after the whole night tweaking & trying to make something & researching i didnt came up with anything.

This is what i got now in Max:


This is where i dont know where to continue, i want to make a smaller room in this object but i dont know how. I Tried make another smaller cube in it but then i got double faces and there will be a gap inbetween i guess. In sketchup i know how to do this but i want to do it in max.

This is a rough sketch in sketchup to get the picture:


And here a little image of the room im trying to make:


Question 2
Is it posible to add detail in products for imvu with the max 3ds's bump maps? (im not really sure, its a feature that is applied to the texture part but i dont know if imvu has this feature).

Question 3
Is it posible to work with NURBS in max for imvu?
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twistednanny

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PostPosted: Wed Mar 16, 2011 3:28 am    Post subject: Reply with quote

Question 1:
You will want to learn how to create standard primitives in Max, look in the tutorial in side the program. What I see that's needed to build the geometries in that room are standard primitives (boxes, etc.). You will also want to start from the example room file from IMVU to avoid units, scales, and the example room already has the furniture floor, wall, and ceiling nodes in them.

Question 2:
The only things that will export through the Cal3D exporter is the diffuse and opacity so bumps, raytrace, etc.. will not export and will not function. So here you will have to 'paint in' the details you wanted.

Question 3:
You can start your mesh with Nurbs if you wanted but in the end you will have to convert it to Editable Mesh or Poly as those are what will export to the Cal3D exporter, but be mindful when you start with Nurbs since they result in very polygon heavy meshes which will lag the chat client later on.
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PostPosted: Wed Mar 16, 2011 3:41 am    Post subject: Reply with quote

You can get the box your looking to do in a number of ways. If you extrude, you will have the multiple faces again also, I would personaly make some cuts, delete some poly's and bridge back the box shape I am looking for. Problem is, only I know what I would do. Even someone that is very familiar with Max will probably be asking..."what is he talking about?" There are many ways to do what you want. That makes Max such a powerful tool. You will have play with the editable poly tools and figure out what will give you what you need.

You can use modifiers all you want, but you will have to collapse them after you get the result you want. The only modifiers you can leave are mapping, skin, physic, and morpher. If I left one out, my apology, but you get the point I hope.

For instance the noise or bend modifier, you can use them, but then when you have the result you want, you have to collapse it. Then the effect remains, but all you have is "editable Poly" again. Be careful with these modifiers though, some can drastically increase poly counts.

The only texture maps that can be used are diffuse and opacity. We don't even export the material files anymore.

Edit: sorry TN, I see you already answered, I will just leave my post like it is though, I worked hard on that...lol Hope I don't repeat too much of your info.
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PostPosted: Wed Mar 16, 2011 3:41 am    Post subject: Reply with quote

Thanks alot (: question 2 & 3 are clear now, 1 not really but its just a course of trying trying trying and researching, ill look at the tutorials in max & standard primitives. I looked for architecture tutorials, but there they use the max's wall thing so they got thick walls & the outside walls has to be thin to see through. And room tutorials for max for imvu are only a standard box nothing else.
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PostPosted: Wed Mar 16, 2011 3:47 am    Post subject: Reply with quote

UNVSam3D wrote:
You can get the box your looking to do in a number of ways. If you extrude, you will have the multiple faces again also, I would personaly make some cuts, delete some poly's and bridge back the box shape I am looking for. Problem is, only I know what I would do. Even someone that is very familiar with Max will probably be asking..."what is he talking about?" There are many ways to do what you want. That makes Max such a powerful tool. You will have play with the editable poly tools and figure out what will give you what you need.

You can use modifiers all you want, but you will have to collapse them after you get the result you want. The only modifiers you can leave are mapping, skin, physic, and morpher. If I left one out, my apology, but you get the point I hope.

For instance the noise or bend modifier, you can use them, but then when you have the result you want, you have to collapse it. Then the effect remains, but all you have is "editable Poly" again. Be careful with these modifiers though, some can drastically increase poly counts.

The only texture maps that can be used are diffuse and opacity. We don't even export the material files anymore.

Edit: sorry TN, I see you already answered, I will just leave my post like it is though, I worked hard on that...lol Hope I don't repeat too much of your info.

Thanks for ur response, i've tried to extrude a face in the direction that its going into the room but, i couldnt cap the outer wall or so. & im thinking to make 2 faces for the smaller room into the big box but i dont know if there will be a gap and how to stitch it to the big box (i did this easily in sketchup)

Whats exactly the maximum amount of poly's or verts that you can use in a room for a not too large laggy file?
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PostPosted: Wed Mar 16, 2011 4:05 am    Post subject: Reply with quote

To make another room insidse your room. just make another box using autogrid.
Then select the polygon on the bottom and delete it.

Bump maps won't work in IMVU, You could use RTT (Render to texture) but thats a little advanced
if you are not familar with max yet.

You could work with nurbs but myself I avoid it not that you should.
I find it adds too many polygons, is terrible to work with sometimes
especially adding blending with it. But to each their own.
Like I said it is useable depending on what you do with it.

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PostPosted: Wed Mar 16, 2011 4:06 am    Post subject: Reply with quote

LOL Everybody answers at once.
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PostPosted: Wed Mar 16, 2011 4:16 am    Post subject: Reply with quote

Another way of doing things is using planes instead of box primitives and the all to important snap tool.
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PostPosted: Wed Mar 16, 2011 4:31 am    Post subject: Reply with quote

yokoed wrote:
To make another room insidse your room. just make another box using autogrid.
Then select the polygon on the bottom and delete it.

Bump maps won't work in IMVU, You could use RTT (Render to texture) but thats a little advanced
if you are not familar with max yet.

You could work with nurbs but myself I avoid it not that you should.
I find it adds too many polygons, is terrible to work with sometimes
especially adding blending with it. But to each their own.
Like I said it is useable depending on what you do with it.


Thanks, i did that with what you said, every double surface i deleted on the little box so i ended with 1 top & 1 front face but i dont know if there will be a little gap since the little box is seperated from the big one. And if i gonna uvw unwrap it, i get the whole outer wall then & i wont be able to seperate the inner wall of the little room from the big wall (or maybe i can with adding edges & place them so i got a face there that i can use to map diff for inner wall)

yokoed wrote:
LOL Everybody answers at once.
Lol, i know right.
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PostPosted: Wed Mar 16, 2011 4:35 am    Post subject: Reply with quote

yokoed wrote:
Another way of doing things is using planes instead of box primitives and the all to important snap tool.
I'll try that (: & when im done i can select 1 plane & attach the others to it, but how can i map/texture 2 different textures on each side one o.o
Ill try this & come with a new story when i done something Razz
Thanks for all the help ^^
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PostPosted: Wed Mar 16, 2011 4:48 am    Post subject: Reply with quote

not trying to sound rude, but if you are having problems whit making this room from boxes, you may want to try to make few tutorials first.
coz, this are the easy parts, you need more experience whit max and primitives.
and this will give you a headache.
when you ge to the windows .
but it can be done , you just need more practice
Quote:
the outside walls has to be thin to see through

not really; you can have 2 polygons and by flipping normals and they will be see through.
whit this effect you can`t texture 2 polygons facing opposite sides, well you can but only one side will show.
like yokoed said
from a single polygon , from the quad menu, change it to editable poly,
select one edge and by holding shift and the gizmo/ mouse the selected edge , you can make more polygons on any direction by dragging the edge whit the mouse .
you can select the direction which way you want to make this polygon from the view ports.
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PostPosted: Wed Mar 16, 2011 4:53 am    Post subject: Reply with quote

To add textures to both sides.

What I do is clone the object then flip the normals, then you can add textures to both objects so it appears as one.

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PostPosted: Wed Mar 16, 2011 4:59 am    Post subject: Reply with quote

When you make a box inside a box use autogrid this insures there is no gap between the boxes unless you move it in Z direction. That's it's purpose.
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PostPosted: Wed Mar 16, 2011 5:29 am    Post subject: Reply with quote

@Jale // its totally not rude, i've looked for tutorials and watched some the whole night but i didnt find what i needed.

yokoed wrote:
To add textures to both sides.

What I do is clone the object then flip the normals, then you can add textures to both objects so it appears as one.

Thanks, and with the grid its a little tricky because everytime i zoom in or out the grid changes its sizeedit: i had snap toggle on instead of autogrid >.< & now i got the outside box done with 6 planes &i aligned them to other surfaces with "minimum" and "maximum" with 1 axes that changes for each plane, Z Y and X

At making the windows etc i think it wont be harder than the actual inner room lol Razz because then i can extrude in the outside direction & if i ectruded the big box on the inside derection to make the little room the face on the outside wall was actually pushed into the room so i didnt have a face there and also i couldnt cap it.
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PostPosted: Wed Mar 16, 2011 5:30 am    Post subject: Reply with quote

I learned some new stuff too.
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