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Author
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Topic: Optimising 3ways :)
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Tiger2 Pilot
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posted 08-28- 07:28 PM
Hello Lads,Firstly, Thanks to all who sent or guided me to the 3 ways. Second. My Question. When you use 3 ways in the background of 3dmax it is dificult to get the diagrams to match up correctly. How do I load them into max so that they are useable? (here's hoping the 3ways are accurate) Thanx TigerII IP: Logged |
Bryan Russell Pilot
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posted 08-28- 07:58 PM
Using the background image funtion in MAX is a pain in the ass. Its much better to texture a side of a cube, or even better, break up your 3-way and texture several sides of the cube with the different views. You can also make the cube inside out and line up the different views properly on each of the sides. That way the right view is always on the right viewport. Also, in the options for the render somewhere there is an option to increase the supported texture size. If defaults to 256x256 but you can get it to 512x512. If your video card supports it it helps with the clarity of the 'background' image. If you really want to use the background image itself, then you need to set the aspect ratio to match the bitmap, and then lock pan and zoom. Once you have manipulated the image to the right size you then turn off the lock pan an zoom thing and position your model over it. The textured cube is really much better since the cube automatically scales and can also move easily with the model. IP: Logged |
Sv Pilot
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posted 08-28- 11:21 PM
It might be a pain in the ass, but it is a very powerful - industry standard pain in the ass.KIDDING!!!  ------------------ -Sv =FC= WWI in SDOE!
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Tiger2 Pilot
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posted 08-29- 04:18 AM
Got it working the pain in the arse way. Thanks for your response though. One day I might give the textured cube a go.Tiger IP: Logged |
Gecko Pilot
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posted 08-31- 08:03 AM
Texture cubing is really the best way, and you need to learn how to texture anyway, so it's a good way to start. It's best if you produce square pictures of the three way views (preferably of the 256x256 or 512x512 formats) and align those in the paint program you use, so that when you map them exactly to the sides of the cube you will already have them aligned.That's what you should get (look at the background, not the object ): -Gecko =FC= IP: Logged |
Laika 801 Pilot
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posted 08-31- 08:38 AM
I print them out, and took out the co-ordinates by hand and build/model the a/c- geometry out of this co-ordinate-data. Sounds complicate, but it is a good way to get "clean" models.LK801 IP: Logged |
Gecko Pilot
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posted 08-31- 09:04 AM
Now that's what I call masochism! I tried that method when I still had my Amiga, and decided to use any other way possible in the future.I find modelling in 3D as much like scuplting, and I'd hate to do it by putting in numbers, even though it would produce models of much higher fidelity. It's bad enough that I need to stick to the plan . -Gecko =FC= IP: Logged |
Bryan Russell Pilot
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posted 09-01- 05:36 AM
I did it the "masocistic" way in the original 3DS Studio, before backgound bitmaps and in viewport textures.Trust me Laika, unless you have very hi-fidility plans, or the actual dimensions, you won't get it any more accurate and it takes 1/10th of the time using a reference texture. Then again, if you like the challenge...  IP: Logged |
Laika 801 Pilot
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posted 09-01- 03:42 PM
I tried it with reference textures and such stuff, but somehow it was not that good. So I prefer the "masochistic" way - might be it takes a bit longer, but you learn alot about the model/plane by this way.  LK IP: Logged |