1. Post #961
    Gold Member
    Juniez's Avatar
    May 2007
    6,688 Posts


    I feel kinda stupid asking this, but anyone know how to fix this? I'm going on an animation venture with 3ds Max and trying to make a minecraft fight scene, could use some help on how to fix this weird render glitch.
    is it the blurriness of the textures? you can either upscale it in photoshop as nearest neighbor or disable texture filtering.

    no antialiasing: Either grab the viewport or un-check the "Antialiasing" checkbox in Renderer tab of the Render settings.
    no texture filtering: For viewport, go to Customize & Preferences & Viewports tab & Configure Driver and set Texel and Mipmap Lookup to "Nearest" and "None". For rendering, un-check "Filter Maps" in the Renderer tab.
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  2. Post #962
    Gold Member
    SweetSwifter's Avatar
    April 2007
    4,512 Posts
    -snip, Juniez ninja'd me with a much better answer-
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  3. Post #963
    Tracker's Avatar
    August 2007
    466 Posts


    I feel kinda stupid asking this, but anyone know how to fix this? I'm going on an animation venture with 3ds Max and trying to make a minecraft fight scene, could use some help on how to fix this weird render glitch.
    I had a similar problem, there's a texture filtering option either in 3ds Max settings or the Bitmap map itself which fixed it for me.

    Edit:
    Yea, in the Map settings in the material editor, under 'Bitmap Parameters'. Change Filtering from 'Pyrmidial' to 'None'.
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  4. Post #964
    Eeshton's Avatar
    October 2010
    10,376 Posts
    Thanks guys! I fixed it :D
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  5. Post #965
    Gold Member
    Dennab
    May 2010
    2,809 Posts
    Thanks guys! I fixed it :D
    That makes me horny.
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  6. Post #966
    Gold Member
    Juniez's Avatar
    May 2007
    6,688 Posts


    i dont even know anymore
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  7. Post #967
    Gold Member
    Paramud's Avatar
    November 2008
    8,829 Posts
    I don't think a stick of butter makes for a useful barrel.
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  8. Post #968
    Gold Member
    Juniez's Avatar
    May 2007
    6,688 Posts
    nah it'll probably be fine
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  9. Post #969
    Gold Member
    DOG-GY's Avatar
    June 2009
    13,224 Posts
    its a gun
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  10. Post #970
    Maestro
    PelPix123's Avatar
    August 2006
    2,220 Posts
    I know this is hardly art, but here is a ball of fur.

    It took 8 hours to render.
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  11. Post #971
    Gold Member
    Jeggis's Avatar
    January 2006
    423 Posts
    Free HDRI for facepunchers!

    This is a 50Mpx HDR Panorama with over 20 EV's of dynamic range.

    Render preview:



    Interactive View

    Download LINK

    Give it a spin, tell me what you think. :)
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  12. Post #972
    Gold Member
    Dennab
    May 2010
    2,809 Posts
    That's the shit!
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  13. Post #973
    Dr. Evilcop's Avatar
    May 2011
    2,861 Posts



    So I tried out Blender's UV from Viewpoint thing. It think it worked out pretty well, and texture stretching wasn't too big of a problem.



    The UV was certainly easier to work with (PS I suck at texturing).

       Yes, I know the hammer is not visible on Ruger 9mm pistols. Please don't shoot me.   
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  14. Post #974
    Gold Member
    DOG-GY's Avatar
    June 2009
    13,224 Posts
    Normal maps? Spec maps?
    Here is a superb resource for texturing:
    http://www.game-artist.net/forums/sp...-painting.html
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  15. Post #975
    Dr. Evilcop's Avatar
    May 2011
    2,861 Posts
    Normal maps? Spec maps?
    Here is a superb resource for texturing:
    http://www.game-artist.net/forums/sp...-painting.html
    Not yet, and thanks for the tut, I'll definitely be taking a look at it.
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  16. Post #976
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,820 Posts
    When making objects like screws and bolts, not should I cap the end of the geometry? As in, how do I create the end of the screw/bolt? Anyone got any tutorials? Program doesn't really matter, just need the technique.
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  17. Post #977
    Penis Architect
    paul simon's Avatar
    November 2008
    9,463 Posts
    Free HDRI for facepunchers!

    This is a 50Mpx HDR Panorama with over 20 EV's of dynamic range.

    Render preview:



    Interactive View

    Give it a spin, tell me what you think. :)
    Free for facepunchers?
    I sort of imagined that would mean there would be a download link somewhere :I
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  18. Post #978
    Dr. Evilcop's Avatar
    May 2011
    2,861 Posts
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  19. Post #979
    Gold Member
    DOG-GY's Avatar
    June 2009
    13,224 Posts
    When making objects like screws and bolts, not should I cap the end of the geometry? As in, how do I create the end of the screw/bolt? Anyone got any tutorials? Program doesn't really matter, just need the technique.
    which end? the pointed end or the screw end?

    Edited:

    think about material when you're working. How can you better make your metal look like metal or tape(?) look like tape? Observation is really the most important aspect of creating anything 3d.

    Your smoothing groups aren't doing any favors since they're just making everything extremely hard edged.
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  20. Post #980
    Dr. Evilcop's Avatar
    May 2011
    2,861 Posts
    which end? the pointed end or the screw end?

    Edited:


    think about material when you're working. How can you better make your metal look like metal or tape(?) look like tape? Observation is really the most important aspect of creating anything 3d.

    Your smoothing groups aren't doing any favors since they're just making everything extremely hard edged.
    Smoothing groups more like this?



    And are we talking more the bump map or the texture itself here?
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  21. Post #981
    Gold Member
    DOG-GY's Avatar
    June 2009
    13,224 Posts
    Yeah it actually looks a lot nicer with smooth edges.

    I'm talking about both. Everything contributes to the look of a material. Spec, diffuse, norms/bump are all equally important.
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  22. Post #982
    Maestro
    PelPix123's Avatar
    August 2006
    2,220 Posts

    Nothing does hair like REYES.
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  23. Post #983
    Tracker's Avatar
    August 2007
    466 Posts
    I've seen a few minecraft renders in the mix, but the only mc to obj converter I can find is quag/mcobj, but it doesn't support UVs or Textures in any form. Is there another of which I am unaware?
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  24. Post #984
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,820 Posts
    which end? the pointed end or the screw end?
    Both ends really. Whenever I try either, it just turns out to be a glitchy, anomalous mess.
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  25. Post #985
    Gold Member
    DOG-GY's Avatar
    June 2009
    13,224 Posts
    I usually do screws in separate pieces. I'll use a helix, extrude it upward into a cylinder, then make the tops and bottoms align. Extrude out the ring that goes from top to bottom, FFD modifier (3ds max) to taper one end off considerably.

    Just take a 32 sided cylinder, split it up how you want (philips head vs flat). That should leave a two polygon strips or a single strip in the middle. Extrude the 4 corners up and scale them. The lazy way out, which is more than good enough, is to subdivide by smoothing groups to preserve where you want the hard edges and then subdivide again (ignoring smoothing groups).
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  26. Post #986
    Gold Member
    Jeggis's Avatar
    January 2006
    423 Posts
    Free for facepunchers?
    I sort of imagined that would mean there would be a download link somewhere :I
    Thanks for seeing that. Link added! :)
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  27. Post #987
    Gold Member
    ChestyMcGee's Avatar
    August 2008
    25,029 Posts
    hey yo i'm shit at 3D and i'm having an issue with Max so some help would be really appreciated

    so here i am modelling this leg for this shitty character model:



    but, for some reason, and i dunno if i've pressed a keyboard shortcut, but the outer edges now refuse to move. here's what happens when i grab an outer poly and try to move it:



    see? the inner edges move but the outer edge refuses to budge. there is no movement at all when i try to move an outer vertex or an edge on its own
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  28. Post #988
    Logithx's Avatar
    August 2011
    166 Posts
    In edit poly, go to the edit geometry tab (the stuff you have on the right side, scroll down a bit) and look for constraints, make sure it's set to none. That's probably what your problem is, if I understood your post correctly.
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  29. Post #989
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    9,795 Posts
    Normal maps? Spec maps?
    Here is a superb resource for texturing:
    http://www.game-artist.net/forums/sp...-painting.html
    Why wasn't this posted when I asked for texturing help? :(
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  30. Post #990
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,820 Posts
    I usually do screws in separate pieces. I'll use a helix, extrude it upward into a cylinder, then make the tops and bottoms align. Extrude out the ring that goes from top to bottom, FFD modifier (3ds max) to taper one end off considerably.

    Just take a 32 sided cylinder, split it up how you want (philips head vs flat). That should leave a two polygon strips or a single strip in the middle. Extrude the 4 corners up and scale them. The lazy way out, which is more than good enough, is to subdivide by smoothing groups to preserve where you want the hard edges and then subdivide again (ignoring smoothing groups).
    I'm not sure I understand... My simple mind really needs some visual aid.

    Here's what I've been working on since last night. Most of the time has been spent playing with extrude and paths.

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  31. Post #991
    ben_lind's Avatar
    September 2011
    302 Posts
    When making objects like screws and bolts, not should I cap the end of the geometry? As in, how do I create the end of the screw/bolt? Anyone got any tutorials? Program doesn't really matter, just need the technique.
    Well I guess you didn't need a tutorial of making a screw but just capping the twisted geometry but I did a cheesy pdf tutorial some years ago which covers a technique for making one. It's very basic and assumes you don't know anything really but you can skip unnecessary crap.

    http://dl.dropbox.com/u/2344342/Mode..._Lindquist.pdf

    Also never mind the awful layout and crappy end result render.
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  32. Post #992
    Gold Member
    dookster's Avatar
    January 2008
    4,807 Posts
    I know it's not original by any means, but I started making my own Master Sword interpretation today, to take a break from Uni work. I want to give it the Wind Waker theme with a more "realistic" aesthetic.



    (I know the hilts the wrong way round )
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  33. Post #993
    Gold Member
    Jeggis's Avatar
    January 2006
    423 Posts
    I created a cam spin from one of my newest HDRi's:


    Yep, those are nvidia roller bearings, alright!
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  34. Post #994
    Gold Member
    DOG-GY's Avatar
    June 2009
    13,224 Posts
    sorry zomg. i tried to do a visual example but i just don't have time to get one together :(
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  35. Post #995
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,516 Posts
    I created a cam spin from one of my newest HDRi's:


    Yep, those are nvidia roller bearings, alright!
    Neat!
    I see you've learned quite a lot from your first hdri images.
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  36. Post #996
    Gold Member
    Domino's Avatar
    August 2006
    1,319 Posts
    Just gotta share this with you.

    Awesome work done by a Tor Frick


    All on a single piece of 256x512 texture

    Layout for the texture
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  37. Post #997
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,820 Posts
    sorry zomg. i tried to do a visual example but i just don't have time to get one together :(
    It's cool man, I'll keep searching for tutorials and playing around. Thanks for the help
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  38. Post #998
    Gold Member
    Scotchair's Avatar
    May 2007
    3,326 Posts
    Just gotta share this with you.

    Awesome work done by a Tor Frick


    All on a single piece of 256x512 texture

    Layout for the texture
    That is fucking incredible optimisation.
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  39. Post #999
    ben_lind's Avatar
    September 2011
    302 Posts
    Just gotta share this with you.

    Awesome work done by a Tor Frick


    All on a single piece of 256x512 texture

    Layout for the texture

    That's really impressive.

    Reminds me of some lowpoly mapping tricks where you use a small 16x16 or smaller texture with very few colors and use the uv's to make all kinds of interesting textures.
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  40. Post #1000
    Glod Member
    ZombieDawgs's Avatar
    March 2009
    9,795 Posts
    Is there a way to centre all your selections on themselves?

    Like put them all at 0,0,0 or average it out on where they're currently placed, not the verts, their pivot points.

    Edited:

    this is for UVing
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