Easy way to create landscapes in 3Ds Max

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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Deceptoris





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Joined: Sat Feb 28, 2004 11:59 am

Easy way to create landscapes in 3Ds Max

Post by Deceptoris »

i was doing a bit more searching and found this site:

http://www.3dcafe.com/asp/tutorials/max ... scapes.asp

hope this helps the nublets!
Beastman




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Post by Beastman »

yeah displace mapping helps alot but for when hek does come out well have to watch out, for hills and stuff tahts fine but to make too many mountains out of displace mapping will cause the poly count of the map to sky rocket, displace mapping (if done well) has alot of verticies and faces so just watch out.
Deceptoris





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Post by Deceptoris »

hmm...thats one of my questions. how do you make is look good? my hills always look like this:
Image

another question is how do you increase the resolution of your grids?
mattp001





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Post by mattp001 »

well you need to add more subdivisions to the base mesh. i find that applying a noise modifier to the plane and only changing the vertical value works better. then you make the noise have the rough thing that really makes it look alot better. i havent done it in max for a while so i forget the names. i have been using maya lately. the paint effects for it are awesome. you literally paint the terrain and it elevates and de-elevates it for you. wait its actually called sculpt polygons.
Deceptoris





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Post by Deceptoris »

how do you add more subdivisions?
mattp001





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Post by mattp001 »

when you create the mesh, you add more width and length segments. its like right below the mesh sizes and stuff when you go to create the plane or box.
jak





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Post by jak »

hope some one reads this...

what is the ratio of size between the size of ur bitmap and the size of you 3dmx model??? if i want to mae a bigger map how much bigger muxt my bitmap be?
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Malf




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Post by Malf »

dont bump old topics. this way of mapping is shit anyway
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