cadboi08 Posted April 29, 2009 Share Posted April 29, 2009 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 Quote Link to comment Share on other sites More sharing options...
Cad64 Posted April 29, 2009 Share Posted April 29, 2009 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 Quote Link to comment Share on other sites More sharing options...
cadboi08 Posted May 6, 2009 Author Share Posted May 6, 2009 Cheers By the way, is there a way to apply UVW map to each part of a multi/sub-object material? Quote Link to comment Share on other sites More sharing options...
Cad64 Posted May 8, 2009 Share Posted May 8, 2009 I'm not sure I understand the question? You don't apply a UVW map to a material, you apply it to the model. Quote Link to comment Share on other sites More sharing options...
cadboi08 Posted May 9, 2009 Author Share Posted May 9, 2009 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. Quote Link to comment Share on other sites More sharing options...
Cad64 Posted May 9, 2009 Share Posted May 9, 2009 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/ Quote Link to comment Share on other sites More sharing options...
cadboi08 Posted May 9, 2009 Author Share Posted May 9, 2009 Thanks very much. I'll look into it Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.