Posts tagged: tools

Sep 22 2011

Set Edp

Set Edp

3D Max…effort to learn something new

I consider this as certain minimum to even beginners in 3DS can make. Of course there is the precondition – effort to learn something new.

Editable poly versus Editable mesh (next only EdP and EdM)

Every model is creating in EdP or EdM. There aren’t many differences when using. On first sight there is difference between subelement division and some buttons. You can easy convert EdP to EdM and conversely. It isn’t necessary to do everything in one of them. Personally I like use some functions both in EdP and in EdM.

EdP is generally used for so-called „Low poly modeling”. This type is based on creating rough mesh model which is smooth thereafter. That’s why models are made from square polygons (4 vertexes), which are easy to smooth. Other n-polygons do a mess in smoothing. If mesh consist some bad n-polygons is edited to consist only square polygons. According this you recognise proper low-poly model. For track building it isn’t necessary becouse there is no smoothing.

EdM is historically younger than EdP. As name prompt EdM is determinate mainly for making general meshes.

Except mentioned differences in some functions and subdividing the main difference is ,that EdP don’t admit you internal edges of polygons – that means triangle polygons or „faces”. In fact every polygon is defined by triangles. Differences is only if they are displayed and program admit them to you. EdM displays these triangles and work with them. Couse of that working in EdP is more tabular.

Note: These internal triangles don’t mind in next shadow generating. Mind only „alone” triangles especially the long alone triangles, which don’t have the second one to make squere polygon.

Note 2: Displaying of internal triangles depend on graphic card and used interface. OpenGl displays them in choosen polygon subdivision, Direct 3D don’t. Interface setting – Customize/Preference/Viewports/Choose driver.

Mapping

Important part which give a „face” to models. Simply you just assign what will be displayed in every part of your model. If you have good mapping you can simply change textures.
Repeating textures must proper blend – this pay maily for gound textures. You have to make such mapping to take advantage of blending. But check this in time (copy element in row, weld and render)!

Used modificators for mapping are „UVW Map” and „unwrap UVW”. First is used for 2D objects and simple primitives. On more complicated unwrap which has really many usefull functions. If you get it to your hand you will have great advantage.

Tips: – DON’T map up to texture edge, e.g. in tracktextureplateopaque.dds, becouse there is some texture penetration in game – consequences are some strips in game although in max can be everything right.

- During copying already mapped object, mapping is copying with it too – this is mostly advantage.

- If you select polygon subelement in modificator you will see selected polygons in „Edit” too.

- Real side ration of polygon/s you can get by selecting polygons – Mapping/ Flatten mapping (for example). You will see these polygons ready to remapping (Flatten – mapping accord polygon normal, Normal – accord choosen view, Unfold – split mesh joined in one piece).

Important functions

Rotate, Move, Scale – transformation
Select
Snap – (settings – right clic on button)
Align – align objects vis-a-vis themselves
Pivot settings – in right column, „Hierarchy” bookmark/ „Affect pivot only”
Editable poly:
Subelements – Vertex, Edge, Border, Polygon, Element
Collapse – merge selected, e.g. vertexes in one
Weld – weld selected, e.g. vertexes
Extrude – e.g. polygon
Chamfer – e.g. edge
Inset – insert new edge from circumference of selected polygons
Attach – merge selected to one object
Detach – detach selected
Tessellate – split equally selected polygons
Cut – splitting polygons (it’s good join with snap mode – „S” )
Slice plane –which slice selected. It’s possible transformate slice plane as you wish.
Editable mesh:
Subelements – Vertex, Edge, Face, Polygon, Element
Make planar – „make straight” selected, e.g. vertexes do plane (use for smoothing bumps, join with soft selection)
Flip – flip polygon normal (normal says from which side is polygon visible)
Other functions are almost the same as in EdP.
Soft selection –settings of drive curve (similar to Gauss curve). Any element transformation affect its surroundings according this curve.
Important modificators
(addding through “Modifi” bookmark – „Modifier list”)
Edit Mesh
Edit Poly
UVW Map
unwrap UVW
Bend – curves creating (one of possible method)
and following for general modeling:
Meshsmooth
Turbosmooth
all modificators from group „Parametric modifiers”

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DDRX L’amour et la liberte (Darwin & DJ Silver remix)(EDP)


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