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externe
09-09-2004, 08:44 AM
Hello,

I just found a great image in the gallery forum :
http://www.cgtalk.com/showthread.php?t=166710

I have a simple question,
How to obtain a material like that (not really wire material, don't know how to call it) ?

http://jerjer1.free.fr/lowpoly1.jpg

Thank you a lot :)

wangjun
09-09-2004, 09:20 AM
you may use Texporter-max plugins

wangjun
09-09-2004, 09:25 AM
Hello,

I just found a great image in the gallery forum :
http://www.cgtalk.com/showthread.php?t=166710

I have a simple question,
How to obtain a material like that (not really wire material, don't know how to call it) ?

http://jerjer1.free.fr/lowpoly1.jpg

Thank you a lot :)you may use a plugins-Texporter!

externe
09-09-2004, 11:37 AM
Hello,
Thanks wangjun for you reply,

Well, I dowload Textporter (http://www.cuneytozdas.com/software/3dsmax/) and try it...

http://jerjer1.free.fr/lowpoly2.jpg

So, it seems right to obtain the same effect. But I have a little question...

There is no way to do that without any plugins ?

It seems strange to me that Max version 6 can't do that without the help of a freeware :( What happen if there is no version of texporter for the next versions of Max ?

Thanks :)

Q'ba
09-09-2004, 12:09 PM
1. You could try Ink'n'Paint with a faceted object.
2. You could clone the object, apply a Push modifier to the clone, and assign a wire material to it (most people do it this way).
3. You could download the Edge Texture from Snotmoster (a plug-in, but free).

The advantages of the above, over Texporter are that the wire is resolution independent.

scorpion007
09-09-2004, 12:23 PM
There is also a tex map called WireTex from BlurBeta, and a map called EdgeMap from Bytegeist software. Both are free.
Both have their ups and downs.

externe
09-09-2004, 12:51 PM
Excellent, the push method work perfeect, nice idea !

Thank you all :)

http://jerjer1.free.fr/lowpoly3.jpg

TimBehrens
09-24-2004, 10:01 PM
I am very new to Studio Max and am somewhat hesitant to post a reply... but wanted to take a shot anyways.... forgive me if this is off....

Another way to achieve this affect would to be to create a bitmap texture in photoshop (or any other painting program).... a simple square image with a colored border around the edge.

Create a material that uses your new image as the diffuse map. Apply a UVW Map to your object and select 'Faces' as the mapping type. When you apply your new material to it, it should show your image on every single face of the object and create a similar 'wireframe' effect as the one above.

Any thoughts?

Hope everyone is well.

--Tim

externe
09-25-2004, 07:27 AM
Hello TimBehrens, thanks to reply.
The bitmap way that to talk about is nearly the texporter way that wangjun suggest.
It's an idea but if I don't use bitmap I can have the advantage of "procedural" maps.
And the wire method on a push object is relly rapid and good render.

Also, I contact the designer of the first pic http://www.cgtalk.com/showthread.php?t=166710
who tell me that is an material in vray that used to do something like that...

But I don't want to use plugins, I prefer try to stay with standard version of max...

Again, thanks to reply
:)

Falfa
09-30-2004, 12:05 PM
J'tavais dis que c'Útait bien Vray ;)

you can use Tiles material from max , you have a lot of control fo make what you want , but the result is not always good , or try EdgeMap plugin :

http://www.bytegeistsoftware.com/prod01.htm

externe
09-30-2004, 12:36 PM
Ouais lo't ici, si on commence Ó se faire des private joke en franšais, o¨ on va lÓ...

Well scorpion007 already propose me to use EdgeMap,

There is also a tex map called WireTex from BlurBeta, and a map called EdgeMap from Bytegeist software. Both are free.
Both have their ups and downs.
but I want to try to do it without plugins...

JeffPatton
10-01-2004, 08:03 PM
Hey Externe, I think I have a procedural solution for you. It's based on TimBehrens idea (nice thinking btw). But instead of using a bitmap, I use a gradient ramp. Here's a render and a link to a tutorial.

http://www.jeffpatton.net/CG-post/gradient-wire.jpg

Tutorial on my tips & tricks page:
http://www.jeffpatton.net/Tips-page.htm

Jeff

externe
10-02-2004, 08:08 AM
thanks for this tip :)

I have just a question (because I'm really bad to apply materials)

http://jerjer1.free.fr/lowpoly5.png

Can you tell me why at (1) the wire effect this perfect and why in (2) the wire is too large. The reason of this ? And if it's possible, how to prevent this ?
Thanks again
:)

crossman
10-02-2004, 11:37 AM
what programs do you use ? because i would want to make designs like that but i need some ponits on how i can get started ! thanks mate :thumbsup:

externe
10-02-2004, 12:10 PM
crossman, don't know if you joke or what...
Your in the 3ds MAX section and 3ds MAX it's the name of a software...
Please don't post anything :shrug:

JeffPatton
10-04-2004, 02:21 AM
I just threw that material on a WIP I've been working on. The model is incomplete and the difference in the line thickness is only because of the different mesh settings of the door. It's not related to the material in any way.

I had hoped the focus would be on the material & explanation of how to make the material itself, and not my modelling errors. :rolleyes:

JP

JeffPatton
10-04-2004, 05:13 PM
Ahhh, sorry externe. Long day yesterday. I just noticed what you pointed out about the thickness of the lines (especially at the wheel opening on the front fender). I'll play around with some settings and see if I can figure out why it made those lines thinner.

I know why the door looks the way it does, it's the mesh. But I wouldn't think the fender should have thinner lines like that. :)

Jeff

JeffPatton
10-05-2004, 01:47 AM
Well it appears that the closer the lines are together the thinner it draws them...I haven't been able to figure out a work around for this one yet. Anybody else? :shrug:

JP

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