View Full Version : hard to explain
dosealas 11-26-2002, 05:13 PM hi gang!
im new to 3ds max and want to do alot before knowing everything
so heres my quiz..how do i do this?
i am gonna produce a seen where a man is gonna get hit by a missle...actually themissile is gonna go right through him leaving a big hole in his body.....when we look though him we will be able to see the things behind him.. which actually be composed after using an alpha channel for the backround...
now....what i want to do is create a cylndr with no top just bottom and the side area...and place this into the middle of the man..the bottom of the cyclydr should be on the mans back side....i want to put a flesh texture in side the area of the cyclndr an kind of parameter or map on the outer side so it wont render and an alpha channel on the bottom circle so i can compose the background....
how do i do it guys gals?
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Sgt.ArchAngel
11-26-2002, 06:02 PM
so you want to see the insde of the cylinder and not the outside right?
cant you jsut flip normals so the outside is transparent and inside is visable?
omarello
11-26-2002, 06:19 PM
can u be more specific, i really didn't understand anything, but this seems complex if u are new to 3ds max, i think u should start with simpler stuff unless i didn't understand what u meant with this question
dosealas
11-26-2002, 06:29 PM
yes but i dont want the upper side (outer side) to be invisible...i want it to prevent the inner side being seen...so for example if we look from the top view to a lying clynder we see nothing!!
i only wanna see the inside but when the outside comes infront of the inside i dont wanna see anything!!
its hard to explain
as i said:)
helllppppppppppppp
dosealas
11-26-2002, 07:30 PM
ok where words arnt enough to explain..the eyes will
but since u cant see my eye i will illustrate it with photoshop
pictures comming.......
just a min:applause:
Stroker
11-26-2002, 07:40 PM
I would make two models: man_complete and man_hole.
Then switch them out with some creative key framing.
Something like...
Frame 30
man_complete in scene
man_hole hidden
Frame 31
man_complete hidden
man_hole in scene were man_complete was
If you do it just right, you can pull the switchero in plain sight and no one will be the wiser.
dosealas
11-26-2002, 08:15 PM
ok guys lets sort things out!:)
the objects on the top are the modeled objects as can bee seen in the main screen of 3ds max or anything....the yellow is the inner side..the red outer..and the green the circle at the bottom of the circle which i wanna assign the alpha channel (i think i just told this if there would be any blind people going through the threads:p
back to the concept...
the objects on the bottom are how they should look when they are rendered... the light blue is the background.....
hope this will work:)
Sgt.ArchAngel
11-26-2002, 08:26 PM
aaaah
would probably be best to apply pure blue to parts you dont want to see and use the "Blue screen" effect in a compositing program wouldnt it?
not totaly sure how else it can be done
but hopfully someone will know cause you got me wandering how to do it now
dosealas
11-26-2002, 08:29 PM
as an experienced blue box user...as long as u dont have the right equipment (lights..curtains....and good cam) which i dont..the blue box technic is not a good choice:(
but i think i got the question right now...:applause: :applause:
dosealas
11-27-2002, 08:49 AM
come on guys....need help on this one!
CarlCampbell
11-27-2002, 10:13 AM
Experienced "Blue box" user, eh? TO my knowledge thats bluescreen. Just give those areas a MATTE material, that way you have lest work in post.
Carl :beer:
Chris Thomas
11-27-2002, 02:03 PM
Here's an example file which I think does what yer want, read up on the MATTE/SHADOW material, its usefull for this kind of thing..
Clanger
11-27-2002, 02:50 PM
Just make your cylinder, convert to a mesh and delete the end caps.
Then make a double sided material and assign a matte/shadow to the outside and your internal body texture to the inside.
dosealas
11-27-2002, 11:24 PM
ok clanger...is there any way i can asign an alpha channel to a object as a map?
dosealas
11-27-2002, 11:44 PM
i dont know why but i get a missing dll error...
which is viewportmanager.dup ???
erilaz
11-28-2002, 01:40 AM
I don't get it, if you just flip the normals of your cylinder, you should get what you want.
If you flip normals, you'll still see the oppisite inside wall. I'm so frickin confused on what you want, but I would suggest starting simpler. Learn the program first. Then try this.
gaggle
11-28-2002, 06:53 AM
Originally posted by dosealas
i dont know why but i get a missing dll error...
which is viewportmanager.dup ???
That is an error that occurs when MAX R4 attempts to open a MAX R5 scene.
dosealas
11-28-2002, 09:16 AM
i ahve posted a picture mentioning what i tried to explain.....
how else can i explain it?
Chris Thomas
11-28-2002, 09:27 AM
You have max 4?
dosealas
11-28-2002, 11:03 PM
yes i have max 4.2..:)
Chris
11-28-2002, 11:35 PM
RTFM doesalas - people here have already explained how to do it...
Clanger wrote - "Just make your cylinder, convert to a mesh and delete the end caps.
Then make a double sided material and assign a matte/shadow to the outside and your internal body texture to the inside..."
The Matte/Shadow material he is talking about is exactly how to assign an alpha channel to an object with a map.
Open your manual & look up:
Double Sided material
Matte/Shadow material
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