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3dsmax Rendering Support Topic

Posted: Mon Feb 06, 2006 1:05 pm
by trepdimeflou
Post any questions you have about rendering here, and we (you know who) will do our best to try and help you.

Tell us what you need help with, but:
Use COMPLETE SENTENCES
Use CORRECT GRAMMAR
Use CORRECT PUNCTUATION

Do Not Use FOUL LANGUAGE
Do Not Use ANY LANGUAGE BESIDES ENGLISH

There will be no insulting / harassment in this thread, and do not ask simple questions that can be solved by looking in the 3dsmax reference files. ie: "How do I open the material editor?"

UPDATED 5/6/06

If you are posting help for someone, post as if the person has no idea how to do what they are asking, because they probably don't. Post detailed information, like a mini-tutorial, not two words.

If you follow the guidelines above, I'm sure your problem will be sorted out.

Posted: Mon Feb 06, 2006 2:02 pm
by Jordan
Nice thread Trep.

I have two *probably common* errors in my renders.
(Bad image quality because edited in MS Paint)

Image

The visor has a small line going down it, probably from something I did to it. I noticed it was rough so i just welded a few vertecies. :oops:

Also, I have a weird line going through the left side of the helmet, any ideas?

Posted: Mon Feb 06, 2006 2:25 pm
by GametagAeonFlux
The visor, all you need to do is Weld all the vertices in the line with a really small threshold. I don't know about that helmet thing though.

Posted: Mon Feb 06, 2006 3:23 pm
by trepdimeflou
add a smooth modifier to the entire mesh, with an amount of 180 and autosmooth turned on. It should fix the problem, Jordan.

Posted: Tue Feb 07, 2006 11:57 am
by Jordan
i tried both but niether seemed to work :(

Posted: Tue Feb 07, 2006 1:52 pm
by Tural
When I import the Chief, it has that helmet line next to the mouth also, did you try welding it?

Posted: Tue Feb 07, 2006 2:11 pm
by Jordan
i've welded most of the odd-looking corners but it doesnt let me weld those points, says no points within threshold. tried playing with the threshold too, nothing :?

Posted: Tue Feb 07, 2006 3:16 pm
by Tural
Did you, by chance, at one point, select all the vertices, and set the threshold low, and weld them all at once?

Posted: Tue Feb 07, 2006 7:11 pm
by Jordan
.....no.....
that doesnt sound too smart

Posted: Tue Feb 07, 2006 7:48 pm
by UnlockedTitan
Do you have any type of bump map on the model? Also post a picture of your model's UV's unwrapped. I am thinking this has to do with the UV's and positioning.

Edit: for the visor, go into the Unwrap UVW and just select all of the faces and move the visor faces up a little bit.

Posted: Tue Feb 07, 2006 7:55 pm
by kornkidcrazy
This is going to sound very noobish, but how do I make a spartan render like the ones in the rener thread? Like, would I just import a spartan model and texture from a map and play with it in 3ds max, or is there more to it?

Posted: Tue Feb 07, 2006 8:09 pm
by Tural
Unlocked, did you just say he has geometry problems because of a UVW map?

Posted: Tue Feb 07, 2006 9:07 pm
by UnlockedTitan
No Tural. What I said was that his UV mapping is or might be off. If you try to weld verts at that point where the line is on the helmet there are none to weld. When you add a Unwrap UVW modifier to the model you will notice that there is a green line (where the UV splits) right at that point. This deformation could be caused by a wrong positioning of his UV's on the helmet or his bump map is too strong and it is caving in that specific area.

Posted: Wed Feb 08, 2006 11:50 am
by Jordan
kornkidcrazy wrote:This is going to sound very noobish, but how do I make a spartan render like the ones in the rener thread? Like, would I just import a spartan model and texture from a map and play with it in 3ds max, or is there more to it?
much more. it's more than just a diffuse and a model


and its the UV positioning.. there is a line going right through where the error is on the helmet. and i dont quite understand what you want me to do about the visor :oops:

Posted: Wed Feb 08, 2006 2:23 pm
by Argetlam
is there a tutorial on how to render stuff in 3ds max like that?

Posted: Wed Feb 08, 2006 2:37 pm
by GametagAeonFlux
Yes, go to the User Forums.

Posted: Wed Feb 08, 2006 3:16 pm
by UnlockedTitan
Jordan wrote:and its the UV positioning.. there is a line going right through where the error is on the helmet. and i dont quite understand what you want me to do about the visor :oops:
Image

The red arrow indicates that you should move all of those faces up a tad to remove the line down the middle of the visor.

The blue circle is where you have the line in the helmet, play around with the faces to get rid of that line.

Posted: Wed Feb 08, 2006 5:57 pm
by Jordan
thanks titan, i did what you said and the visor looks tons better now! :)
i'm still having troubles with the helmet though, i noticed that i have those errors all over the edges of my uvw maps :-/
i sent my .max file to tural and it looked fine on his, but when he sent it back it was still messed up. not sure what else i can do.
at least heres my new fixed visor :)
Image

Posted: Wed Feb 08, 2006 5:59 pm
by UnlockedTitan
Send the max file to me and I'll take a look at it. I'll send my contact info via P.M.

EDIT: In my opinion, this topic should be stickied. This topic will help out many people in 3ds max

Posted: Fri Feb 10, 2006 2:33 am
by neodos
For the visor i dont use the "weld" i juste select teh vertew on teh middle and i "collapse" and i it works fine. You cnat see it but there's a seconde vertex point behind.

How do you manke this material look so detailed?

For me it looks pixelized, i didn't understand how you do to extract the alpha texture.

Image