I think I'm starting to get the hang of this 3DS Max thing

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chili
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I think I'm starting to get the hang of this 3DS Max thing

Post by chili » July 6th, 2016, 11:08 am

Check out this sweet mobius buttplug I made. The caustic effect is majestic.
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Re: I think I'm starting to get the hang of this 3DS Max thi

Post by PutPixel255 » July 8th, 2016, 11:35 pm

Ohhh that could land someone in the hospital and then the nurses would laugh at them. What you gonna do with your newly found 3DS skills?

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Re: I think I'm starting to get the hang of this 3DS Max thi

Post by chili » July 9th, 2016, 4:14 am

Mainly for making an intro and logo for the new reboot series and 3D series that I'm cooking up. Also: Teletubbie porn.
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Re: I think I'm starting to get the hang of this 3DS Max thi

Post by albinopapa » July 9th, 2016, 6:31 am

chili wrote:Mainly for making an intro and logo for the new reboot series and 3D series that I'm cooking up. Also: Teletubbie porn.
That's nasty
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Re: I think I'm starting to get the hang of this 3DS Max thi

Post by Asimov » July 15th, 2016, 12:20 am

Hi Chilli,

Haven't been doing much programming for a while, but check out this little van I made in 3ds max.
It is a 1951 Jowett Bradford van.

Just need to put this in a scene.

I use 3ds max 2015 and vray.

I have been doing max for about 8 years now.

Unfortunately I have to split programming and modelling and modelling has been winning lately.
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----> Asimov
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Re: I think I'm starting to get the hang of this 3DS Max thi

Post by albinopapa » July 15th, 2016, 7:27 am

3D Modeling was fun and kind of relaxing, but I hated dealing with UV mapping, that's why I gave up on it. Perhaps, it was the software I used that made it so difficult to work with. I've tried using Wings3D and Hexagon and Cararra.
If you think paging some data from disk into RAM is slow, try paging it into a simian cerebrum over a pair of optical nerves. - gameprogrammingpatterns.com

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Re: I think I'm starting to get the hang of this 3DS Max thi

Post by Asimov » July 15th, 2016, 9:12 am

Hi albinopapa,

When I started I found uv mapping hard, but now it is easy.
I can do it in 3ds max, but nowadays I tend to use headus uvlayout.
It has speeded up my workflow tremendously.

Type that into youtube and you will find a ton of tutorials on it.

The hardest part with laying out uvs is spherical objects and organic objects, but there are flattening tools in max, and even faster flattening tool in uvlayout.

The car in my last post does not use any uvs for the body, but there is extensive uv mapping on the wood inside using all 4k uv maps. I think I have about 10 uv maps on the car.
----> Asimov
"You know no matter how much I think I have learnt. I always end up hitting brick walls"
http://www.asimoventerprises.co.uk

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Re: I think I'm starting to get the hang of this 3DS Max thi

Post by chili » July 16th, 2016, 4:13 am

Hey Asimov. That car looks pretty sweet, nice stuff! I'm trying to get a sweet setup to render the chili icon, but not getting much traction yet. Gonna try looking into subsurface scattering materials.

V-Ray seems to be the leading renderer, but I only have mental ray and iray, so mental ray it is :)
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Re: I think I'm starting to get the hang of this 3DS Max thi

Post by Asimov » July 16th, 2016, 11:25 am

Hi Chilli,

If you show me your setup then I might be able to help.
I wouldn't think you would need subsurface scattering to make a 3d logo.

If you are trying to make something real it is mostly down to the correct lighting 90% of the time.

When you say logo do you mean the Chilli Tomato cup you see at the top. If you do you will need to use a cylindrical uv map to put the texture on to it.

You can get some pretty good renders with mentalray. I used mentalray for years before using vray.
However failed pretty miserable with iray which is why I never use it.

So what is your actual problem with your render?

PS. My avatar was made using mentalray in 3ds max btw
----> Asimov
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http://www.asimoventerprises.co.uk

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Re: I think I'm starting to get the hang of this 3DS Max thi

Post by chili » July 16th, 2016, 2:13 pm

The idea is a fusion between the cup noodle logo and the directx logo, something like what logan mocked up. It doesn't have to stay that close to this image, but I'd like to keep the idea of an x built of transparent square components with cool lighting. I thought i could get some cool lighting going with a light behind the squares and some caustics, but the problem is that the refraction just tints color, but the photons keep their trajectories, so it doesnot look like the squares are glowing. Trying a bunch of different shit but so far nothing sticks. Subsurface scattering may be what i want, I'll have to try.

If you have any good ideas, either along the lines of what i'm thinking or something completely different, let me know. any ideas would be awesome.

Here is logan's logo, the directx original logo, and one of my current test renders.
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