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Author
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Topic: Polys and max... help!
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Sv Pilot
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posted 08-01- 08:14 PM
I don't understand exactly what a ploygon is in max... is it always a triangle? Yet I never see these triangles... I see squares. I also notice that on the max2obj export there is the question "export as quads or triangles?"... what does this do?Also what is the difference between a square spline with 4 verts and a square poly with 4 verts? What is the relationship between splines and editable meshes... can a spline be an editable mesh? I am getting closer, wow this brings back memories of learning AC3D heheh  Also, you 3dsmax guys, what have you found is the best way to build off of a plan? Do you texture a box from the inside, use a background image? Use a flat plan-textured square, or other? Thanks for any help  ------------------ -Sv =FC= WWI in SDOE!
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Pete Hawk Pilot
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posted 08-02- 12:16 AM
I just emailed you my phone number. Call and I'll gladly help you.IP: Logged |
Sv Pilot
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posted 08-02- 08:03 AM
Wow, thanks Pete  -Sv IP: Logged |
JT Pilot
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posted 08-02- 09:27 PM
>Also, you 3dsmax guys, what have you found is the best way to build off of a plan? Do you texture a box from the inside, use a background image? Use a flat plan-textured square, or other? I put the plan views on big squares in the scene. For the best resolution, make sure the bitmap of the plan view is 512x512. For some reason, this gives the sharpest resolution in the viewports... I think it has to do with the fact that the maximum resolution for any texture in the viewport is 512x512. Using an environment map instead of mapping onto objects will let you use 1024x1024, but I find this difficult to use... i like to be able to move the plan views around in the scene.
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Sv Pilot
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posted 08-02- 10:19 PM
That sounds great JT, but how do you get the square to scale? Do you just know your texture (plan) size and set the square to be that size? Makes sense I guess... cool  -Sv
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DanW Pilot
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posted 08-02- 10:44 PM
Sv,Build a rectangular spline..you can use the parameters in the creation rollout to set it to a perfect square. Convert that to editable mesh. After you press the UVW mapping, ( then I assume you know how to Tmap and stuff like that) look down at the bottom of the modifier rollout...click on bitmap fit...then navigate to your 512x512 texture..select it and it will be perfect square...you will still need to resize it more than likely with the scale gizmo (and use uniform scale of course) then you should be good to go..the key is the bitmap fit button. [This message has been edited by DanW (edited 08-02-2000).] IP: Logged |
JT Pilot
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posted 08-10- 01:35 AM
>That sounds great JT, but how do you get the square to scaleDan is correct, but, first, make sure Max is set to 1 unit = 1 foot (the SDOE standard). Then select the square after you create it, hit the modify tab, and then adjust the dimensions of the square by entering the dimensions in the height and width fields... or, simply use the tape measure (helpers>tape measure). IP: Logged | |