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Author Topic: 3ds max question........  (Read 966 times)

« on: March 29, 2010, 09:16:53 AM »
Hi community ! need help

I have just started using 3ds max which I got from my friend :).
I have made a car model in it, now I don't know how to Smooth its edges :( so it doesn't look boxy thing.
If i use mesh smooth it makes everything messy.

I have attached the file with it so you can check for solution.

Thanks for helping :)

P:S: I know UG(industry 3d modeler) but new to 3ds max :)
« Last Edit: March 29, 2010, 09:22:27 AM by singh »

psikotropico

« Reply #1 on: March 29, 2010, 09:39:42 AM »
hi singh.. you need to create smoothing groups... just select your Editable Mesh/Poly by polygon, select all polys you want to smooth and search the smoothing groups box in the right side of the screen... mostly in the bottom...

hope it helps
« Reply #2 on: March 29, 2010, 10:37:56 AM »
Thanks psikot. I found this http://www.wonderhowto.com/how-to-smooth-geometry-3ds-max-196397/

which does chamfer first then smooth groups are applies which gives the result. :)
psikot do u also chamfer the edges or you apply hyper nurbs ? :-\

But still anyother way of smoothing is appreciated.
« Reply #3 on: March 29, 2010, 11:00:13 AM »
Well smoothing groups won't change the geometry, they'll just make the shading look nicer.

To create a better looking model I'd either chamfer some edges or use meshsmooth (or create more detail manually). The reason meshsmooth is screwing up your model is that it's very badly put together. (e.g on one corner of the car you have about about 6 vertices at the same location completely unconnected). I tidied up a bit of the model and chamfered some edges to get this (see attached).

You need to take more care in your modelling and each independent model should ideally be a single closed mesh (yours is a combination of about 50 groups of polygons). This is important because as I say, most modifiers (e.g meshsmooth) will completely screw up a flawed mesh AND your shadow mesh in 3drad will look dreadful!

psikotropico

« Reply #4 on: March 29, 2010, 12:30:17 PM »
psikot do u also chamfer the edges or you apply hyper nurbs ? :-\

sorry, my technique is very simple... I start with few polys and if I need more detail, I cut them... I suggest to you to follow some car modeling tutorial (there's a plenty of them in internet) and see how the masters work... really the technique is very simple, specially with low-poly models...

EDIT: found a very good tutorial about car modeling in 3dsMax. As you can see, the modeler starts from the part around the wheels and continues extruding the polygon's edges... this is the secret I've used to model all cars in my game from scratch, without blueprints nor any reference... of course, you must take care on the number of polys if you really wants a good framerate in your game...

http://www.3dm3.com/tutorials/z4_unleashed/

another one:

http://www.tutorialhero.com/click-60807-polygon_car_modelling_tutorial_using_3d_studio_max.php

hope you enjoy it!  ;D
« Last Edit: March 29, 2010, 12:53:09 PM by psikoT »
« Reply #5 on: March 29, 2010, 06:33:50 PM »
Quote
''well smoothing groups won't change the geometry, they'll just make the shading look nicer''

thanks chebob69 . that's why i was not getting satisfied.

Quote
(e.g on one corner of the car you have about about 6 vertices at the same location completely unconnected)
my mistake chebob69 I mistakenly put wrong model, in the incremented saved file  I cutted all the polgones from the side of car and applied border cap for polygon that's attached with it now.

Quote
independent model should ideally be a single closed mesh (yours is a combination of about 50 groups of polygons.)

I'm sorry chebob, can you explain how to do that. if that's not time consuming..... because if it will help me in smoothing the mesh with just one command it would be really helpful.... :)
and
chebob I made this model(attached below) with chamfer in it and one with pic with meshsmooth applied to it.

Chebob can you tell me how to remove the unwanted vertices that are there that I can't
 see like in cinema 4d iI used a command optimize that would remove those vertices which are not connected to others.

And How did you put all all the model in just one editable poly i mean where is symmetry ?


I wanna thank you again chebob69, I found you a very supportive person in 3drad community.  :) ;)





« Last Edit: March 29, 2010, 06:42:47 PM by singh »
« Reply #6 on: March 29, 2010, 06:46:48 PM »
thanks psikot, I did this poly modeling in cinema 4d(with add points and then bridge them) but now as I am new to 3ds max thanks for it.

But basically its my model is traffic car so don't have to make very high poly model for that so just trying to remain at low polygon with littlebit of smoothnes rest the textures will take care........ ;)
« Reply #7 on: March 29, 2010, 07:01:02 PM »
A quick way to connect any stray vertices is either "selected weld" for an editable mesh or just regular "weld" for an editable poly. It looks like you've sorted a few of the problems in the above pics.

By 'a single closed mesh' I mean under no circumstance should an external camera be able to see inside the mesh.
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