Tom's 3dsMAX Tutorial Thread (Image Heavy)

Information and tutorials related to modding BF2.
Z-trooper
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Tom's 3dsMAX Tutorial Thread (Image Heavy)

Post by Z-trooper »

Created on request.

Hope you find it useful.

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Geometry:
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Optimization
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Cloth / Organic modeling and sculpting within max
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People often use the boolean tool, but to my great joy some of you have discovered the issues with using this and here is one way of doing it yourself. This only works on orthogonal intersections though. There are other techniques for other scenarios but I can't be bothered to teach them all right now.

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Floating Geometry wrote: When using floating geometry, I like using this extra "lip" to make it appear to be connected to the underlying model.

As you can see in my example several different effects can easily be created.

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Will add stuff from time to time...
Last edited by Z-trooper on 2011-03-31 09:04, edited 4 times in total.
Reason: re-organizing my tuts and stuff
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"Without geometry, life is pointless"
Swe_Olsson
Posts: 1030
Joined: 2007-04-30 17:45

Re: Tom's render tutorial (using 3ds max)

Post by Swe_Olsson »

erm, i see absolutely nothing ?
Scot
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Re: Tom's render tutorial (using 3ds max)

Post by Scot »

Image
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: Tom's render tutorial (using 3ds max)

Post by Z-trooper »

Yes indeed there is a picture, image based tutorials are just more handy :) you can save them to your hdd rather than a forum link ;)
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"Without geometry, life is pointless"
Hans Martin Slayer
Retired PR Developer
Posts: 4090
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Re: Tom's render tutorial (using 3ds max)

Post by Hans Martin Slayer »

i see female hoplites.. :-P

good work, i'm sure this will be helpful for modellers.
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: Tom's render tutorial (using 3ds max)

Post by DeltaFart »

Ok heres a comparision
default:
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With Matrox's render method, skylight only
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Z-Trooper's Method
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Tim270
PR:BF2 Developer
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Re: Tom's render tutorial (using 3ds max)

Post by Tim270 »

Thanks for this ;)
Tomato-Rifle
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Re: Tom's render tutorial (using 3ds max)

Post by Tomato-Rifle »

Image

Thanks!
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Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Tom's Mini Tutorials

Post by Z-trooper »

Geometry:
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Optimization
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Will add stuff from time to time...
Last edited by Z-trooper on 2009-07-29 21:57, edited 1 time in total.
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"Without geometry, life is pointless"
Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: Tom's mini tuts

Post by Tonnie »

ahh yes guilty as charged

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
IronTaxi
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Re: Tom's mini tuts

Post by IronTaxi »

haha...yeah...that was a hard lesson to learn..
Rhino
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Re: Tom's mini tuts

Post by Rhino »

I always use to make everything I did in tris, only recently have I moved onto polys but ye, when making non flat surfaces I always go back to doing tris where possible :)
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Tim270
PR:BF2 Developer
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Re: Tom's mini tuts

Post by Tim270 »

Thank you for the tips :)

I was wondering If I could get some feedback in modeling with tris, Also (to my understanding) most game engines convert your mesh into triangles, but does this matter on flat surfaces where it needs no definition? Could I also get some feedback on this test scene if someone has a min or two, where am I using tris that I dont need to bother doing, where is the connecting wrong etc.
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Z-trooper
Retired PR Developer
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Re: Tom's mini tuts

Post by Z-trooper »

here you are: http://img512.imageshack.us/img512/161/feedback.jpg

you can remove those verticies I have marked as they aren't much needed, as well as the edges connected to them. Other than that it looks pretty solid for a destroyed/ruined wall/corner :)
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"Without geometry, life is pointless"
Tim270
PR:BF2 Developer
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Re: Tom's mini tuts

Post by Tim270 »

Cheers, Time to attempt getting some meshes into the editor.
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Z-trooper
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Re: Tom's mini tuts

Post by Z-trooper »

Small update on the topic of optimization. Nothing big and fancy, just figured that I would put it up when I needed to explain it in pictures anyway :P
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"Without geometry, life is pointless"
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: Tom's tutorial thread

Post by Z-trooper »

Yet another mini tut, this time on the subject of organic and cloth modeling / sculpting WITHIN max (no zbrush or mudbox needed)
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Expect another tut soon.
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"Without geometry, life is pointless"
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

re: Tom's 3dsmax tutorial thread (Image Heavy)

Post by Z-trooper »

New micro tut/technique.

People often use the boolean tool, but to my great joy some of you have discovered the issues with using this and here is one way of doing it yourself. This only works on orthogonal intersections though. There are other techniques for other scenarios but I can't be bothered to teach them all right now.
Image
Image
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I have some proper tutorials in the works I will see about finishing them up in the near future.
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"Without geometry, life is pointless"
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

re: Tom's 3dsmax tutorial thread (Image Heavy)

Post by Wilkinson »

Lawl. Z-Troop your tuts are beast like :)
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Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

re: Tom's 3dsmax tutorial thread (Image Heavy)

Post by Z-trooper »

Another micro tip.
Floating Geometry wrote: When using floating geometry, I like using this extra "lip" to make it appear to be connected to the underlying model.

As you can see in my example several different effects can easily be created.

Image
Image
"Without geometry, life is pointless"
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