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| General Discussions For general discussions about rendering, animations, walkthroughs and CGarchitecture |
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#1 (permalink) |
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Junior Member
Join Date: May 2008
Location: surat,gujarat
Posts: 17
Name: keyur patel |
hello guys this question abt how to maintain perfetc grid in facade of glass and composit panel
here is one image, it is real image not 3d image and is it possible to make model in 3dmax with perfect grid |
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#4 (permalink) |
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Moderator
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Tile map in your texture, or model it, or model it as a plane with edges separating polygons for regular and joint - anything that lets you put almost any variation at all in the texture where the lines are will be enough at that distance.
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#5 (permalink) |
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Moderator
Join Date: Mar 2007
Location: Ballarat, Victoria, Australia
Posts: 1,317
Name: Joel Callahan |
You could also CLONE your exterior walls and use that for another texture.
For instance, I had to make a skyscraper recently in a class I'm taking and I made a rectangle with segments every 3 meters (for the floors or levels). I cloned it and applied a lattice modifier to the clone. I then applied a concrete texture to the lattice structure and a glass material to the original structure. Didn't turn out half bad. But I think that would be a basic texture applied to the surface, with a BUMP map. |
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#6 (permalink) |
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Member
Join Date: Mar 2005
Location: San Diego
Posts: 65
Name: Jay Foster |
Since you are using Max, go into 3dsMax maps folder (on your C: drive) get a bump map from one of the floor tile maps that has a strong grid pattern.
This one "Finishes.Masonry Flooring.Marble.Brown.bump" works well. Create your exterior wall material with this map, play with the specularity if you want it to look like metal. Now take all your exterior wall meshes and apply a single UVW map modifier to them. This will give you control of the grid over the entire surface. Adjust to suit your preference. Place the map in your Bump slot to give the grooves some depth. Use that same map in the roughness channel of your glass material. Apply the same principle for the UVW map and you should be able to get them to align. |
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#7 (permalink) | |
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Junior Member
Join Date: May 2008
Location: surat,gujarat
Posts: 17
Name: keyur patel |
Quote:
ajlynn can u please refer my image which i post in that every tile you can find difreent distence so i dont think we can apply texture for that and in that project gird should me perfect at horizontal and vertical so i dont think texture can be help us. i made grid and panel in autocad then i import in max but i just want to know abt model in max i think this is most complecated modeling in max Last edited by designozz3d; June 14th, 2008 at 12:42 AM. |
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#9 (permalink) |
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Moderator
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What do you mean? Each plane has a very regular pattern. The verticals have longer panels, but so what, you make 2 different maps.
Getting a tile map to pattern like that is quite basic; if you don't know how that's nothing against you but it means that what you need to do is work on the fundamentals. |
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#10 (permalink) | |
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Junior Member
Join Date: May 2008
Location: surat,gujarat
Posts: 17
Name: keyur patel |
Quote:
but i just want to know abt max and you talked abt texture map but if you put your camera 200 ft away from your project that texture grid cant be seen but if u make that grid in max or cad that can be seen from 500 ft so sorry to say that you didnt understand my qus. and size is different and if you want file abt it i can mail you also so then after i hope you can understand what i want to say and pl dont think this is wrong topic i think i can get good tip from your side and i post my 3d image which i did so you can c that i am not fundamanetaly wrong |
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| Thread | Thread Starter | Forum | Replies | Last Post |
| Is it possible to model a facade like this? | pailhead | 3ds Max | 9 | July 11th, 2006 12:24 AM |