Jump to content

gedsta

Members
  • Posts

    11
  • Joined

gedsta's Achievements

Newbie

Newbie (1/14)

10

Reputation

  1. gedsta

    Curve Control

    I figured this out: If I import a DWG into Illustrator and then save the file as an Illustrator file and THEN import the created file into 3ds max it will give me all the curved splines with bezier curves, an no extra geometry or points will be created. EDIT: this is weird because I assumed direct import from autocad to 3ds max should be quite good, which is not the case, also, it is weird that people in this forum couldn't know this piece of information, instead giving me a lot of information that I did not ask for...although, I do thank you for your contribution and time spent in trying to answer my questions.
  2. gedsta

    Curve Control

    Okay look, I have the CAD drawing done myself and it has a nicely modeled spline that is easily editable. Now I imported it Like Francisco said, and also I tried to just import the CAD directly and I have many many control points in the 3ds max file, which is not what I want and the best way I see it is just to re-model by hand, next to it I have drawn a line and both vertices were made into bezier corner, is there a way so that I get lines from CAD to max like that? Yes or no and how?
  3. gedsta

    Curve Control

    What about getting curved lines from autoCAD, do you just manually rebuild them by eye, or is there a way to take the line and with a few modifiers or something get control over them? because they do come extremely detailed with no ability to change the detail? (this is like my main question that everyone seems to be avoiding)
  4. gedsta

    Curve Control

    Just using spline lines, and it for most part is good enough. The CV curve seems a better option. So do you suggest when designing curvy facades etc. use NURBS? I think I need to look into NURBS for 3ds max, although I feel Rhino is a way better program for NURBS modelling.
  5. gedsta

    Curve Control

    I'd like to know how people work with curvy geometry in 3ds max, I'm re-modelling my projects and for the most part my geometry is quite rectilinear. But when it comes to curves how do you manage their detail? I mean when I import curve lines from autoCAD to 3ds max they seem to be highly detailed, and I go about it by just re-doing the curve by eye and working on that, which is not 100% accurate (which in a lot of cases is fine). Is there a way to rebuild the curves accurately? Re-do them in some non manual way? Is there some option in 3ds max? This also goes with curvy 3ds max geometry in general, how do you keep changing the detail of the curve/ curved plane to whatever specification is needed (changing subdivisions as needed, the same way as you would have a cylinder with 18 rings around and just use the slider to increase or decrease the geometry) The image shows lower geometry which is an autoCAD spline extrusion, and above geometry of the same curve which i re-did by eye.
  6. gedsta

    Poly Count

    Solid advice. Best thing for me to do at the moment is to save up for a good stationary computer with dual or three monitors after my student days are over. I think I just get frustrated like hell when the computer keeps lagging/freezing, takes all the joy out of modelling/texturing. Shouldnt Revit import nicely into 3ds max? I tried that a few times with my projects and only saw problems where I modeled in Revit poorly.
  7. gedsta

    Poly Count

    Well, it is not game design so the poly count has a different meaning in architectural rendering. Corey Beaulieu did have good advice in there, any advice is welcome, I just want to have a conversation here. When I do my own works in 3ds max the poly count is low because I model most of my building in basic blocks and add detail only where the cameras are going to be set up and i try to take into consideration the distance of the camera from geometry, so the poly count always goes up to 500k at most with trees and furniture (my designs are not a very huge scale also). The problem with the poly count/file size is when you get files from another person who is not as good in modelling and just makes a huge model with a lot of unnecessary detail (sketchup model with a lot of 3ds warehouse stuff just put in there). How would you go about fixing up a file like this? (take note its hard to navigate and select things). I did ask him to redo certain things and reduce the file size, but part of me just wants to give up on helping him because it is a slight pain. Which brings me to another set of questions: Clients...Is this what an Arch visualizer has to deal with, do you usually get revit files or semi finished files from your clients and just redo the materials and render? or do you specifically ask for plans/sections/elevations and remodel everything from scratch?
  8. gedsta

    Poly Count

    Guys I have a few questions regarding poly count. This question arouse after I decided to help one of my coursemates with his models to render. His files are extremely large and come from a variety of programmes. his context is ~600k polys and his main building in the context is another ~200k polys. I think his buildings poly count is ok, but his context is just too big, when i merge both files it just lags tremendously. I'm just curious how big your files become? How many you think its good for a decent interior render, how much is good for exterior (with trees and without)? The file size and poly count, detail become an important topic especially when you work with not the best laptop, so you have to make the models efficient, cut out certain things and do them in photoshop.
  9. Hello, I've done my day time renders, and I'm playing around with night time rendering and this is the best I can do..I've lowered intensity to the dome light, then tried to add a sunlight that's below ground, then i just turned off all of my lights, the result is usually the same and it like the picture I've uploaded. For interior lights I just added point lights with high intensity as a start, but because the render comes out like this i can't tweak the intensity, also if i have no lights whatsoever the rendered image seems to be the same. Any tips or help on what to do to make a decent night time render? I tried looking for tutorials online but nothing helps. Why is my image so illuminated when the only light should come out from the windows??
  10. I have found a way to do it: Does the command ~3:40 onwards. The tool is: render preview viewport, the only problem I can't find it it in my Rhino programme, anyone know what may be the problem?
  11. Hello, I'm experimenting with V-ray and Rhino and I'm quite new to this. The problem I'm having is how do you view materials in the viewport? Standard materials like brick are fine, but when I apply glass, there is no transparency, which is a bit annoying, is there a way to achieve this?
×
×
  • Create New...