Another Old Pillar Thread xD

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User offline. Last seen 7 weeks 6 days ago.
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Hey there, this is my first post at this forum.
I got pretty excited when I read about the Old Pillar tutorial, so I asked my parents if they could buy it for my B-day (since I don't have a creditcard and it's a great gift)

Anywayz, I watched the tutorial first and now I'm working on my own Pillar.
In the beginning everything went pretty smooth, untill I started baking the textures:
When trying to render the AO to texture it's almost completely black. I've attached 2 pics to this post (one version of the AO and one of my progress), also, the Height Map doesn't show any detail (it's 50% grey/gray).

I hope someone can help me out. (If you need any more info/pics, let me know)

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Hello Rob, Can you tell me what version of 3dsmax you are using?

Thanks man!
Riki

-Riki

User offline. Last seen 7 weeks 6 days ago.
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Hey Riki,

I'm using 3DsMax9

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ahh, check this thread out, there i a problem with 3dsmax9 when using mental ray for the AO. 3dsmax 2008 and 2009 do not have this problem

http://eat3d.com/forum/showthread.php?t=56&highlight=edit+poly

Quote:

I figured it out, this is definitely a max9 issue. To quickly solve it, add an edit poly modifier directly underneat the projection modifer. Then select all the polygons and hit hide selected. Now when you render it will not interfear with the low res mesh.

-Riki

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Ah ofcourse, it's kinda logical when you think about it:
The 'light' can't reach the High Poly Mesh, because it's blocked by the Low Poly Mesh...

Thanks for the help and sorry for the bad searching :o

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Its ok, I tried searching and couldnt find it either. I had to dig around, sometimes search isnt so friendly Smiling

no biggie, try it and let us know if it works!

Riki

-Riki

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Man... can't catch my sleep again :undecided:
Good thing I've got something to work on...

I've rendered the AOtexture and it works perfectly! Thanks!
I've attached a screengrab of the pillar in Max...
It's now officially in an early texturing stage Sticking out tongue

To do List:
- Finish Pillar diffusetexture
- Get rid of visible textureseams on pillar
- Create diffuse for pipes and valve
- Tweaking diffuse
- Create specularmap
- Eventually I may also add some rebarb, cause I've left some texturespace open for it

Hope you guys like it! And if you don't, feel free to leave some crits&tips Laughing out loud

I'm gonna try to get some sleep again

Cheers!

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Looking good. Thumbs Up

Some people go their whole lives without losing their minds. What truly sad lives they live.

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I really like how you decided to improvise and change things up, Im imagining this pillar in the corner of a room, with a light near the top, very dramatic and maybe even some effects like the pipe is spraying water.
Keep up the hard work,
Riki

-Riki

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Thanks for the great comments, it really gives a boost when people who know what's going on say it's looking good (instead of my mom for example Sticking out tongue)

I've been working on the texture today and I'm pretty satisfied with how it turned out, although I'm pretty tempted to give the 'inner' part a different structure/color to make it pop out more.
Here's the result in 3DsMax (MetalBump):

Please leave some crits and don't be affraid to hurt my feelings Eye-wink

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WootWoot,

I've been working on another pillar/column. This time I didn't really put a lot of time in modelling/sculpting, but more time in texturing.
Again, any crits & comments are welcome (also for my first pillar).

Grtz Rob

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very cool stuff Rob! Sorry I have been a little quiet, Im trying hard to get the new DVD out by Monday, things are looking great, I cant wait!

-Riki

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No problem at all Riki, I thought you might have been busy. I discovered the new DVD just today and it's looking AWESOME. I hope my parents are willing to do another internet buy for me Eye-wink

My new project is gonna be an arch kinda pillar. I was looking at the walls while dining at a Greek restaurant last Sunday and I thought: "Hey, that might be another cool thing to model"
The bad news is that my PolyCruncher demo has expired, which means I can't use it to create a low-poly version. But I guess doing it by hand is better anyway, because it gives more control over the final result. (If you have the time to do it by hand that is)

I'll show a picture asap

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Hey there, I've been working on some new stuff...

First, I'd like to show a W.i.P. in which I used the column I posted earlier. I still want to create something in the 'middle' of the room. I'm thinking about a statue of a jaguar.

Second, I've been working on a cave, which I want to detail in Mudbox.
The first picture is the lowpoly object in 3DsMax, the second one is the highpoly mesh in Mudbox...

In 3DsMax I can see the inside, but in Mudbox I can't...Can someone please tell me how to get this right?


Grtz Rob

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Very cool Rob, try zooming into the mesh itself where the camera clips into it. If that doesn't work try adding a shell modifier and giving it a tad thickness, but you wouldn't want to subdivide that wasted space. If I was you I would rather split it up into sections and bring it in as multiple pieces, so maybe 10 or so pieces.

Try that and let me know,
Riki

-Riki

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Thnx for the tips Riki, I'll go with the splitting one. I was hoping there was a backface culling option in Mudbox, but I couldn't find it Sad

I've also redone the arch from the other picture so that it will fit more with the column.

I'll update you when I've tried it, but now I'm of to bed Sticking out tongue

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I'm pretty ashamed or being such a bad Sherlock :o
I've found an option in the Display menu which says: Show both sides
All I had to do is uncheck it and now the backfaces are culled Laughing out loud

*Edit*

The backface culling only enables me to see inside my cave. When I want to sculpt from a certain distance it will still apply the deformation on the backfacing. So I have to zoom in pretty far.

Anywayz, I've been busy sculpting the cave and I'm pretty satisfied with the result. I think I'm gonna add the smaller normal details in Photoshop, cause I can't seem to get my imported Stamp to work.
Let me know what you guys think! Smiling

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Sorry for yet another post, but I've got something more to show Sticking out tongue
I've changed the Arch-model I showed earlier in this thread, so that it would fit the Column-model better in 'style' and color.

Here ya go, leave some comment plz Eye-wink :

I also wanted to ask: Is there a simple way to show Smooth+Wireframe for one object and just Smooth for another object in Max?

Thnx,
- Rob

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Quote:

I'm pretty ashamed or being such a bad Sherlock :o
I've found an option in the Display menu which says: Show both sides
All I had to do is uncheck it and now the backfaces are culled Laughing out loud
*Edit*
The backface culling only enables me to see inside my cave. When I want to sculpt from a certain distance it will still apply the deformation on the backfacing. So I have to zoom in pretty far.

Thanks for the tip, it could still come in handy I think from time to time.

Quote:

Sorry for yet another post, but I've got something more to show Sticking out tongue
I've changed the Arch-model I showed earlier in this thread, so that it would fit the Column-model better in 'style' and color.

No need to apologize for posting, I wish more people would post because it ends up benefiting tons of people.

It does fit better but it seems maybe a tad dark, but more than that, in order for it to work in this scene you wold need to create some sort of transition piece so those things up top don't crash into it.
Now that I think of it, it could work if you scaled the pillar down and made it thinner so it would take up the same footprint as the old one, then it would fit better.
You could also have 2 different sizes, a thin one and a much larger one like you have here, but you would just need to find some way to integrate the larger one better, you could even try jut letting it extend to the ceiling and have thing crashing into it.

As for the edge question, the only thing I know of for visual display would be to right click on the viewport name, go configure, and have it visible for selected only. (see screenshot)

Other than that all I can think of would be to duplicate the mesh and give it a wirframe materials and a push modifier. Sticking out tongue

Riki

edgeonselected.jpg

-Riki

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Thanks for your time and comment Riki Smiling

I think you're right about resizing the Column. I'll have a go at it soon.

The Edged Selection Only definately helps to speed up my computer, when having a high res mesh in my Max scene Smiling

Now, this cave is giving me a lot more problems then I'd have foreseen. Somehow the AO won't render to texture correctly (all black), probably because all polys are on the 'inside' of the mesh.
Though, I think it's kinda weird, cause Mental Ray does render a Still-image well-lit...

Do you have any thoughts on how to solve this problem? Like disabling the backfacing polys in the Render to Texture?

Grtz,
- Rob

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Oh yeah man, that looks muuuch better!

The only way I know how to get a large interior to work with AO is to make sure to give entries where photons can enter the room, and you will also have to increase your bounce count dramatically.
The way I understand AO is there are photons coming in from every direction from infinite outer space, so anytime it hits a surface it will bounce off, thus rendering an interior black.
Ill have to give it some more thought, but I cant think of how to ignore the walls yet not ignore the walls at the same time Sticking out tongue

Riki

-Riki

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Its a god job. I like the archs

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@ TXIKI: Thnx mate

@ Riki: I've been thinking about a way to create an AO-map for the cave without using the Render to Texture option. First I thought about turning the models inside out and placing the LowPoly Mesh over the High Poly Mesh, but this won't work well, because the lighting won't be right on certain spots, like on the pillars.
I've been working on yet another project (screens soon), so I didn't think about it for a while, but just now I thought about the fact that I've recently bought a CrazyBump License. So if I just render out the Normal-Map and import that into CB I should be able to create a decent enough AO-map Sticking out tongue

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This is looking great Rob and has helped me learn just a little bit more, so thanks a bunch and keep showing those updates

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That is an interesting idea, I forgot that crazybump make AO maps as well. Try it and let me know, I am interested in how it comes out. You can also try and take the blue channel from the normal map and see if it can help, it doesnt always look right but sometimes it can help.

-Riki

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thats good ! But i think it doesn't really spur our imagination to go a lil day dreaming.don't make it look like "another old pillar"

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what are you talking about monk, this looks nothing like the old pillar, and I'm sure he's not doing this to spur our imaginations

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What is spurring the imagination? Confused
And how should or shouldn't I be doing it?

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haha, I think this is just a language barrier problem. I think CG_monk probably replied to the first image in the post and was suggesting that Rob do something less like the ODP.
Its good to see your post CG_monk, a lot of times when I do a tutorial or especially a video that I purchase, I tend to follow along and do something very similar. After that I usually try and do something completely different.

Rob demonstrates this well by starting with an old pillar, and then going to a totally different pillar, and then now doing a really unique cave structure. One thing you will notice is that even if something ends up being similar, each piece ends up having its own unique set of problems.
Spurring the imagination I think is another way of of saying inspiring. Its always inspiring to see something original.

-Riki

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Hey guys,

It's been a bit quiet around this thread lately, that's because I wanna change my 3DsMax version from 9 to 2009...
The only thing I still can't seem to find is the DirectX Manager (the one like in this picture), is there anyone that can help me out with it?

Grtz,
- Rob

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Make sure you have Mental Ray selected as your renderer.

Some people go their whole lives without losing their minds. What truly sad lives they live.

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Rob Hermans;710 wrote:

Hey guys,

It's been a bit quiet around this thread lately, that's because I wanna change my 3DsMax version from 9 to 2009...
The only thing I still can't seem to find is the DirectX Manager (the one like in this picture), is there anyone that can help me out with it?

Grtz,
- Rob

Hello Rob, make sure to check your settings like the images I attached. Im using 3dsmax2009 and I have directx 9 chosen as my viewport renderer.

Try this and let me know!

-Riki

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Hey JamesB and Riki,

Thnx for your comments. I've taken a look at my settings and they were already exactly like what you said. So, still no DirectX Manager...
I uninstalled the installation of 3DsMax 2009 and also removed the complete 3DsMax 2009 folder from my Program Files folder. Then I reinstalled 3DsMax 2009 WITHOUT the ProMaterials and all the extra shaderstuff...
I fired up Max 2009 and to my surprise, there was NO DirectXManager, but there were ProMaterials used as a default material...

I don't get this at all...I think I'll just have to stick with 3DsMax 9, untill I find some time to completely reinstall my pc or something...

Thnx for your help guys, you'll hear from me again soon Smiling

- Rob

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this may be a stretch but try and install the latest version of directx.

http://www.microsoft.com/downloads/details.aspx?familyid=2da43d38-db71-4c1b-bc6a-9b6652cd92a3&displaylang=en

It sounds crazy, it should show up for sure. It works for me at home and at work. I did some searching on the autodesk forum and nothing came up, I wish there was more I could do to help.

-Riki

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Hey everybody!

First of all, I wanna wish you all a very Happy Newyear! May all the best happen to you!
Second, I wanna tell you guys that, since the busy season in the ToyStore is now over, I've got more time on my hands...

I've completely reinstalled my pc this week and guess what...I finally have the DirectX Manager working! Yaaay!
I directly tried resuming my current project (the sniperspot), trying to get some nice cloth simulation for NormalMapping on a low-poly object...and there was my first problem Sad

I made a rectangle-shape, applied Garment Maker on it and Cloth and all settings should be fine, but the simulation keeps ending up in the file below. Could someone please help me out here? Smiling

Grtz!

ClothError.jpg
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Man thats crazy. It could have something to do with the scale of the scene. Do you have the example scenes that come with max? There may be some demo scenes where you can take one of their examples and start from that, just to make sure it works. You could also post the maxfile here and see if anyone else has the same problem with the scene.

-Riki

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Hey Riki, I'll try figuring it out myself first.
The scale could indeed be the problem, so I'll try using the example scenes to compare the sizes.

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