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Yve86 18+ Age Verified

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PostPosted: Sat Aug 01, 2009 4:56 am    Post subject: Reply with quote

soi am new in 3ds max and will check out the tips here. thanks a lot mercuria
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PostPosted: Wed Sep 16, 2009 8:10 am    Post subject: Reply with quote

Its not working this way Sad when I try to follow this ... all the things get the same textures in the viewport Shocked I named them as u said and was careful while naming the arrays ... still the problem continued ...
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PostPosted: Wed Sep 16, 2009 10:56 am    Post subject: Reply with quote

Janbaaz wrote:
Its not working this way Sad when I try to follow this ... all the things get the same textures in the viewport Shocked I named them as u said and was careful while naming the arrays ... still the problem continued ...

this is the imvu way. little harder than the way i do it..
to do it this way you need to "split" the mesh / smooth groups .
here is a good tutorial how you do it ( just keep the numbers sequence like imvu want it or it will not work)

http://www.geocities.com/tedracya/tutorials/multisub/multi.html

smooth groups from create
http://es.imvu.com/creators/education_center.php?tutorial_id=2225599

the easy way for me. is to split the mesh . apply textures to each sud mesh , re attache all sud meshes to make just one and export .
this way you use one example slot on the material editor for each texture/ sud mesh.
Ps. if you do it this way save before re attaching. max will ask you which way you want to attach them, if you pick the right way, you`ll have on e mesh , multiple textures .
if you do it the wrong way at the end you`ll have one mesh , one color.
that`s why you save, you can go back and pick a different way to attached it .
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Arezeon 18+ Age Verified

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PostPosted: Wed Sep 16, 2009 6:48 pm    Post subject: Reply with quote

Jaleman31 wrote:


http://www.geocities.com/tedracya/tutorials/multisub/multi.html

smooth groups from create
http://es.imvu.com/creators/education_center.php?tutorial_id=2225599



I understood the texture part ... but this smoothing groups concept is new to me ... So is it ok if I select the entire mesh and keep selecting 1 for all the meshes ? or will it have no effect ... ?

and also while using the multisub ... the smoothing groups get automatically assigned ... is there a way to change it ... and same for the select ID column ... I put 1 and then when I click another box ... It kinda dissapears ?
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PostPosted: Wed Sep 16, 2009 7:05 pm    Post subject: Reply with quote

read the tutorials then you`ll get it , is not hat hard actually , just little practice , if after reading the tutorials you still have question come back, but I can`t help you if you don`t read them.
if you read the sword tutorial, you`ll see how you assign different numbers for different parts of the same mesh.
this way is very handy for very complex mehses were you need to save uw maps.
the other way is easier were you select one example slot for each texture / different part of a split mesh . same way you apply the first one , you keep doing it by clicking the next example slot on the material editor, just remember to keep the numbers in sequence .. [0], [1], [2], etc..
this way is good for rooms , or furniture were pp don`t need w maps as guide for derivation , or you`ll need a lot of uvw maps.
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Arezeon 18+ Age Verified

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PostPosted: Wed Sep 16, 2009 7:50 pm    Post subject: Reply with quote

I did try with a simple cube and a pyramid ... but the results didnt come out as predicted ...




Pyramid was suppose to be red and box would have to be blue but .. both became same again Sad
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PostPosted: Wed Sep 16, 2009 8:37 pm    Post subject: Reply with quote

read and do the tutorials from the sword link I pasted.. i know what you are doing wrong..
but you need to read the tutorial to learn it,, is very simple.. but if you want to do it the hard way ( not reading the tutorial) , keep trying eventually you`ll get it , is just a very simple step you are doing at the wrong time.
if you read and do the tutorial you`ll see it very fast.( don`t change anything he even give you the sword mesh for this tutorial) you can` get it any easier..
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PostPosted: Wed Sep 16, 2009 9:38 pm    Post subject: Reply with quote

It looked like you did everything right, Janbaaz - you just left out one minor step. You only clicked "Show Standard Map in Viewport" for the first texture. Each "slot" on a multi-sub material is really a standard material. Go back "up" to the multi-sub material, then select your 2nd texture (the red one) and click "Show Standard Map in Viewport" for that one.

Also, a note about the Smoothing groups:
These have NOTHING to do with materials or proper exporting. They ARE used by Max and IMVU but they really just define how groups of polygons are treated at their edges. Some shapes should be perfectly smooth (like a sphere) - so all polygons should belong to the same polygon group. Other objects, like a cube, shouldn't be smooth at all (usually) and so no polygons will be assigned a smoothing group. And sometimes you'll have one mesh with "groups" of polygons that are smooth and some that are not as smooth. The typical example is a helmet that's a single mesh - the rounded top is one smoothing group, the visor is another. or if you want something to look very geometry-ish, just turn off smoothing groups.

Sphere with all polys in one smoothing group:


Same sphere with NO polys in a smoothing group (select all polys then use "Clear All" on the Smoothing Groups panel):


Here's the sphere showing most polys selected (blue is unselected):


And here I've assigned those selected polys a single smoothing group. The renderer tries to "smooth" them out, and leaves the other faces "edged":


And lastly, those center polys that were just edged... I assigned them a separate smoothing group. So the whole sphere is "smoothed," but in two chunks. Where each "chunk" of polys meets there's a bit of edge. Hard to see in this image, but then... using spheres wasn't ideal for this last example Razz A more practical example is something with a more drastic edge - such a sphere that's got a wedge taken out. The inside of apple (where the wedge was missing) would have two flat sides while the "outside" of the apple would be smooth. In that case, the outside would have a smoothing group defined and the inside edged would likely have NO smoothing group (or possibly, each side of the wedge would have its own smoothing group).


-ner
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PostPosted: Wed Sep 16, 2009 11:07 pm    Post subject: Reply with quote

Thanz ner for the two awesome tips ... now I manged to get it done and have got a concept going on smoothing groups ...


and also thanz Jaleman for the multisub tutorial ... Lol I was doing it reading the tutorial only .. that little flaw that I did .. couldnt catch it from the tutorial Razz
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PostPosted: Tue Oct 27, 2009 11:46 pm    Post subject: Reply with quote

THANK YOU MERC
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PostPosted: Wed Oct 28, 2009 9:08 am    Post subject: Reply with quote

Oh I'm glad this is still being used Smile
Very cool!


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PostPosted: Wed Jun 16, 2010 9:03 am    Post subject: Reply with quote

Very Happy Thanks so much......I finally got 3ds Max and now I am trying to figure this all out. runs to go practice these tuts......... Very Happy
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PostPosted: Sat Aug 21, 2010 3:09 pm    Post subject: Reply with quote

bumpage
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PostPosted: Sun Aug 22, 2010 7:13 pm    Post subject: Reply with quote

Thanks hun. I always come back to your tuts and advice.
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PostPosted: Sat Sep 04, 2010 10:13 pm    Post subject: Reply with quote

ty the problem was the common help one that was in the tutorial i was using the same jpg name because i was using the same color now i know to uniquely name it whether its the same color or not.
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