DarkFact
Community Member

Posts: 183
3dsMax Artist
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« on: December 10, 2007, 06:47:42 AM » |
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Hi! I've been using 3dsMax since R1.2; about 8 years so I'm offering my *services* to the community. I'm certainly no expert as 3dsMax is too vast to know everything, but I have been making game art for years. I have also refined my pipeline for TV3D 6.5, so if you need help getting your level lightmapped and exported to TVM, I can help you there also. So if you're a programmer that needs some models made for prototyping or even a quick/dirty game level for testing, just let me know. I own a 3dsMax website that's been around since 2003 where I give away over 600 free 3ds models, so I'm sure we can get you what you need. If you need help, just let me know! 
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Raine
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« Reply #1 on: December 10, 2007, 07:51:29 AM » |
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Aloha Dave, I think you deserve more attention, and I guess the Announcement section suits the post better It's very nice of you to offer your help; you could also post some picture of your works! 
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ZaPPZion
Community Member

Posts: 308
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« Reply #2 on: December 10, 2007, 08:00:20 AM » |
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or maybe put your portfolio/website in your signature  This is awesome by the way, you're helping the community a lot, thanks in advantage (if i need anything, i'll contact you  )
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DarkFact
Community Member

Posts: 183
3dsMax Artist
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« Reply #3 on: December 10, 2007, 08:28:36 AM » |
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nateslunaXX
Community Member

Posts: 229
Be cool..! Study Hard...
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« Reply #4 on: December 10, 2007, 09:00:04 AM » |
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wow, i like the last one..i hope i can make a render like that? what is the fps of that render?
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 Nathan Alcon, BSIT - Life is a never ending Cycle of Learning
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DarkFact
Community Member

Posts: 183
3dsMax Artist
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« Reply #5 on: December 10, 2007, 09:10:10 AM » |
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wow, i like the last one..i hope i can make a render like that? what is the fps of that render?
Hey thanks!:) The FPS when I took the screenshot was at 325. The total polygons in the scene is 5190.
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ZaPPZion
Community Member

Posts: 308
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« Reply #6 on: December 10, 2007, 10:46:29 AM » |
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wow! i'm really really impressed by your art darkfact. It's amazing what talent some people have  (i tried modeling something, but nobody could tell me what i made  hehehe)
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newborn
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« Reply #7 on: December 10, 2007, 02:43:29 PM » |
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Hey! Thats my router!! Nice job!
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DarkFact
Community Member

Posts: 183
3dsMax Artist
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« Reply #8 on: December 10, 2007, 02:45:00 PM » |
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Hey! Thats my router!! Nice job!
LOL..It's mine too.  Most of my models were copied from what I saw that day. I actually did model junk on my desk, too. 
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ZaPPZion
Community Member

Posts: 308
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« Reply #9 on: December 11, 2007, 03:48:51 AM » |
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it's not your router newborn, it's not darkfact's, it's actually MINE!  anyway, i really love your work darkfact, and i already downloaded a couple things from your website to experiment with:)
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nateslunaXX
Community Member

Posts: 229
Be cool..! Study Hard...
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« Reply #10 on: December 11, 2007, 01:45:30 PM » |
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Hey thanks!:)
The FPS when I took the screenshot was at 325. The total polygons in the scene is 5190.
325 awesome!...i only got 600 from rendering just black and test..ahaha!! what's your website's url?
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 Nathan Alcon, BSIT - Life is a never ending Cycle of Learning
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DarkFact
Community Member

Posts: 183
3dsMax Artist
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« Reply #11 on: December 23, 2007, 12:42:59 AM » |
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« Last Edit: December 23, 2007, 12:48:56 AM by DarkFact »
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excaliber
Community Member

Posts: 253
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« Reply #12 on: April 05, 2008, 01:17:57 PM » |
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I'm attempting to learn 3DS and have found it to be quite the beast of a program! Also insanely massive and complicated.
Could you point me in the direction of a good tutorial covering texturing? I am currently creating the mesh object (the internals of a building) in Sketchup, then exporting to 3DS for texturing/lighting. I've figured out lighting down to a degree I'm satisfied, but I can't work out a good way to texture.
The only method I've been able to find selecting each polygon face I want and applying a material to that. This proves to be quite painful for large, complex internal scenes. Is there a better way to do it?
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ZaPPZion
Community Member

Posts: 308
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« Reply #13 on: April 05, 2008, 01:44:49 PM » |
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You should have a look at the tutorials that come with 3ds max. There are perfect samples of texturing. I'd say uvw unwrapping could be a good solution for complext things.
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DarkFact
Community Member

Posts: 183
3dsMax Artist
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« Reply #14 on: April 05, 2008, 02:13:48 PM » |
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The only method I've been able to find selecting each polygon face I want and applying a material to that. This proves to be quite painful for large, complex internal scenes. Is there a better way to do it? This is the most versatile way to do it so that you have maximum control and can put specific textures on specific faces. However, if you plan ahead, you can speed up the process by tiling in groups such as all walls that share a texture. Then you can go back and place a unique texture in the wall (such as one with graffiti) only where needed. There is no quick way to texture a level I'm afraid. It's a very long and tedious process if you want your level to have realism. Just be patient and you'll discover your own tricks to speed it up.
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excaliber
Community Member

Posts: 253
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« Reply #15 on: April 05, 2008, 04:22:58 PM » |
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Thanks for the help. Good to know I wasn't missing a cool trick to texture quickly  Out of curiosity, should double-sided polygons be avoided (ie. ceiling/floor)?
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DarkFact
Community Member

Posts: 183
3dsMax Artist
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« Reply #16 on: April 05, 2008, 07:05:46 PM » |
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There's no intrinsic reason to avoid double-sided polygons; it's up to you and your modeling style. If you plan to model your levels with snaps, then you might want 0 depth planes for a floor/ceiling combination so there's no thick space between levels. It's up to you though.
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excaliber
Community Member

Posts: 253
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« Reply #17 on: April 05, 2008, 08:38:04 PM » |
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Ok, thanks. I wasn't sure if it was something evil or not  So I got a simple level working with some textures and ran into lighting issues. As you can see in the first image, I have a omni point light in the back room. It is lighting the rest of my scene and going through the wall to affect the ceiling. I'm not sure how to make the light not penetrate walls  
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« Last Edit: April 05, 2008, 08:39:45 PM by excaliber »
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DarkFact
Community Member

Posts: 183
3dsMax Artist
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« Reply #18 on: April 05, 2008, 08:40:09 PM » |
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Are you using 3dsMax to lightmap the level? If so, use Inverse Square falloff on your omni lights.
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excaliber
Community Member

Posts: 253
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« Reply #19 on: April 06, 2008, 02:54:20 PM » |
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Worked like a charm, thanks! There is a light in the other room but it is no longer bleeding through. Thanks again DarkFact. I'm sure I'll have a lot more questions as I keep learning 3DS.  
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