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cadboi08
29th Apr 2009, 09:18 am
Just wondering if anyone had some tips for good, clean, efficient modeling.

I've had some problems in the past with messy models (ie. normals inverted, materials not mapping properly, especially when using multi-sub object to apply multiple materials, long render times for relatively simple scenes, very busy scenes etc.)

What are some of the rules in the architectural visualization industry for good modeling?

Using max09 and vray1.5 to model and render at the moment

Cheers

Cad64
29th Apr 2009, 01:20 pm
There are many things you can do.
Here are just a few tips.

Make sure to:
Weld all vertices
Reset Xform
Optimize models for lowest possible poly count
Use Vray proxy objects whenever possible
Multi/Sub-Object material Tutorial (http://www.pixel2life.com/publish/tutorials/51/using_multi_sub_object_materials_in_3ds_max_6/)

cadboi08
6th May 2009, 08:46 am
Cheers

By the way, is there a way to apply UVW map to each part of a multi/sub-object material?

Cad64
8th May 2009, 05:53 am
I'm not sure I understand the question? :unsure:
You don't apply a UVW map to a material, you apply it to the model.

cadboi08
9th May 2009, 05:04 pm
Sorry, what I mean is, I'm applying multiple materials to an object using the multi-subobject material, but when I apply the UVW Map modifier to the object, some materials need different settings to look right. Is there a way to control each materials mapping separately with the UVW Map.

At the moment I have to detach the faces of each material to a separate object and then apply the UVW map to each one individually.

Cad64
9th May 2009, 06:04 pm
At the moment I have to detach the faces of each material to a separate object and then apply the UVW map to each one individually.

You shouldn't have to do that.

The UVW's purpose is to get the mapping coordinates aligned and organized so the materials you apply to the model will align and tile correctly without stretching or distortion, and it effects the entire model. Once you get the UVW mapping set up, you can adjust the individual materials accordingly, inside the material editor.

Here are some good tutorials about UVW mapping:
http://www.republicofcode.com/tutorials/3ds/texture_stealth/
http://www.waylon-art.com/uvw_tutorial/uvwtut_01.html
http://www.tutorialized.com/view/tutorial/Using-UVW-Mapping-Texture-Technique-in-3D-Studio-Max/22161
http://www.cgdigest.com/index.php/uvw-mapping-with-real-world-scale/

cadboi08
9th May 2009, 06:25 pm
Thanks very much. I'll look into it