PDA

View Full Version : Problem with 3ds max texturing


Chris1106
11-10-2008, 07:32 AM
Hi Folks,

im still learning 3DS Max 2009. I have the following problem.

I modelled a "concrete bar".

http://img-host.de/bild.php/7974,test2QACMR.jpg (http://img-host.de)

And my problem are the 2 or 3 downmost angels. They are almost invisible. Is this a lightning problem or a texture problem. The angels are modeled. When i orbit around my model the angels are "knife shard".

Here i marked one of the alsmost invisible angels.

http://img-host.de/bild.php/7973,test16V1EP.jpg (http://img-host.de)



Kind regards Chris

scrimski
11-10-2008, 09:25 AM
Chamfer the edges a bit and usea specularity only omni light to pronounce them a bit.


What renderer do you use?

You do know that you have texture seams in the middle of the block?

Chris1106
11-10-2008, 11:22 AM
I am using Mental Ray. I know i messed up with the textures, this is getting fixed. Might the messed up texture be part of my angle problem?

scrimski
11-10-2008, 11:38 AM
No. It's a lighting and modeling related issue. The tiling has no influence on missing specularity, reflectivity or a missing modelled chamfering of the sharp edge.
Few more questions:
What lighting setup do you use?
What material?
What material settings?

Chris1106
11-10-2008, 12:01 PM
What lighting setup do you use?

Prior to adding your suggested omni light i was using only one skylight, settings alsmost default. For several trys i added one or more additional lights, standart free or standart target. But none gave a better result.

What material?

The material is a standard material with a map, a .jpg file from a concrete bar.

What material settings?

Almost standard, just uncheckt reflectivity and refraction cause its not reflecting.
One diffuse color map.

For setting the material to the model i converted it to editable poly, switched to poly mode. Selected the front polys and applied the material. Afterwards i added the UV-Map modifier. I think i switched it to box or face. Not 100% sure of that.

Your "chamfer edge tip" made things a little better, but im still not getting a result id like to see.

I think i might get better results when i unwrapped my model, but this whole unwrap-uv thing is a little to "high" for me right now.

scrimski
11-10-2008, 12:19 PM
The material is a standard material with a map, a .jpg file from a concrete bar.


Almost standard, just uncheckt reflectivity and refraction cause its not reflecting.
One diffuse color map.
No offense, but what anyone is supposed to do with this information?
Looking into a crystal ball? Or just guess?

Post a screenshot of the material, especially map slots and basic parameters.

Unchecking an unused slot doesn't do nothing btw.
I would add little reflectivity though or at (least specularity) and of course something to reflect, white cards or environment mapping.

I thiunk there are far more options with mental ray materials or A&D materials than with standard.

And unwrap that thing or use a procedural concrete material(I posted one for granite here (http://wiki.cgsociety.org/index.php/Creating_a_granite_material_using_procedural_maps_in_3dsMax) , can be easily adapted to conrete).
Using several mappings is like begging for visible tilings.

Chris1106
11-10-2008, 12:28 PM
No offense, but what anyone is supposed to do with this information?
Looking into a crystal ball? Or just guess?

Post a screenshot of the material, especially map slots and basic parameters.

Hehe, no problem. As you took your time to answer you have the right to be "offended".
I don't have my Max hat hand right now. I'll update later when i'm at home again. Thx in advance.

CGTalk Moderation
11-10-2008, 12:28 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.