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maximilianwarwitz

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  1. Hey guys, it´s been a while now that I wrote my last thread. I still stuck at the materials...Working with the standard materials in Max works fine now but I really want to work with high resolution textures like those from Substance Painter. I´m still a bit confused because of all the different map types. I never know when to use which map type and if I need let´s say at least 5 maps to create a good material. I´ve already googled for it but the only thing I could figure out is what the different maps do in theory. My biggest wish is to know how to create materials with Substance Painter and import them in 3ds Max and put them on my mesh. The tutorials on the internet always show how to texture with low poly and high poly. I know that low poly is really important when it comes to games. But at the moment I just want to put high quality textures on my high poly object. A friend of mine works with Maya and Quixel and he told me that he can´t really help me with Max and Substance Painter. I´d work with Quixel aswell if it didn´t work easily with Substance Painter. I would just like to have good textures on my objects. It´s a bit frustrating if you´re working with max for a while now and you´re not able to finish any project because of the textures... I really really hope that anyone can help me! Thanks a lot in advance, Maximilian
  2. Hey guys, I´ve got a root-server at Strato with a Linux OS. Is it possible to use the hardware of my server to fasten the rendering process? It´s maybe a stupid question but I´m only having basic skills in server administration. I could imagine that it´s possible to do that if I had a windows server with 3ds max installed. But can I do that on a linux server, too? Thanks for your help!
  3. I made a screenshot That´s probably easier. This is my current material library: As you can see there are material libraries like "Vray_materials_01.mat" which contain multiple different materials. I´m not sure if that´s possible but I´m looking for mmh..Let´s say multiple libraries inside of one library. Just like this: - All_of_my_materials.mat - stone wall.mat - Stone wall (VRayMtl) - Swimming pool water by fahd.mat - Swimming pool water by fahd (VrayMtl) - tbx-plastic.mat - TBX-coal (VRayMtl) .. .. .. Just like a different hirarchy. One big material library (All_of_my_materials.mat) with all 400 small material libraries inside. And when I save "All_of_my_materials.mat" I´ll have all 400 materials included. And if I import them into max (if I have to re-install max maybe in the future) I have all of my material libraries with just one click. Hope you can understand it now
  4. Thanks a lot for your replies! I know how to create materials libraries but I am looking for a way to put all of my 400 materials in one single file?! My aim is to import all of them with just a few clicks into the material/map browser in max. Just like importing a huge material library with a few clicks which contains all of my 400 single libraries.
  5. Hey guys, I had to re-install max and when I opened it I saw that obviously all materials were no longer imported in max. So I had to manually import about 400 materials...It took me more than 1 hour to import all of them one by one..Is there any way to put all of my materials in one group / one container?! or anything else that I only have to import this single file and max will automatically import all of my 400 materials at once? It´d save a lot of time... Thanks for your help!
  6. Hey guys, I´m working with max for maybe a year now but I did never take the time to edit my UI. I´m currently trying to edit the Edit Poly modifier list on the right. I try to explain it a bit more specific: If I create an object and transform it into an editable poly I´ve got the five selection modes: Vertex, Edge, Border, Polygon and Element. If I for example click on Polygon I get a bunch of menus below (Edit Poly Mode, Soft Selection, Edit Polygons, Edit Geometry, etc.). That´s exactly what I mean. Is there any way to say: I want maybe "Edit Poly Mode" to be displayed but I don´t want "Paint deformation" to be displayed?I still don´t know how all the UI parts are called. That´s why I´m trying to describe it as good as possible Thanks in advance, Maximilian P.S.: I put a screenshot of the UI that I want to edit as attachment.
  7. It helped! Thanks again! Topic can be closed then
  8. Thanks a lot! It worked really well! I still have the problem with the scene explorer window. Each time I open 3ds max the scene explorer window is missing on the left side. I always have to re-activate it. Could it have anything to do with the 3dsmax.ini file I deleted? I´m not having the problem on my laptop. Only on my pc where I accidentally deleted the .ini file. I already tried to reset my UI but it didn´t work. EDIT: I´m sorry. It´s not the scene explorer window I guess. I´ve added a screenshot of the UI-part that´s always missing when I start 3ds max.
  9. Hey guys, my second monitor crashed a few days ago and I can only work with 1 atm. The problem was that the render setup window (F10) was on my second monitor and I couldn´t see it. I googled for a solution and I was told to delete the 3dsmax.ini file in user\(myusername)\AppData\local\autodesk\3dsMax\2016-64bit\GER where the coordinates of the render setup window are stored. After re-opening the program the window was in its original place. But now I´ve got the problem that the scene explorer isn´t shown on the left side whenever I open the program. I always have to activate the scene explorer and move it in its correct position. That´s a bit annoying. It´d be nice if you could help me solving this problem.. Thanks in advance for your help!
  10. Hey guys I´ve got a problem with rendering textures..I tried to render them as diffuse map to edit them with ndo and ddo (quixel suite) in photoshop. At least that´s what I always wanted to do...The rendering doesn´t work at all..I tried different resolutions from 2048 to 8k. I turned off the vray vfb and set the secondary ray bias to 0,001. I put a UV unwrap modifier on each part of my object and selected "flatten mapping". I chose VrayDiffuseFilterMap as output "setting". I attached 2 screenshots of my results. It´d be awesome if you could help me! I´m quite new to texture baking. Greetings, Maximilian
  11. Thanks a lot I´ll try that later today!
  12. Hey guys I´m trying to build a conscruction where I connect two machines with a cable. But now I want the cable to follow the rules of gravity. The cable should fall on the ground in the middle of the cable but stays connected with the machines. I haven´t done much with MassFX tbh. First I thought it might be easier to move the cable manually but I guess it won´t look realistic enough..The cable is 70cm above the ground. I hope it´s not a big issue and that you can help me very easily Thx for your help! Maximilian
  13. I´ve done the things you told me. Still not looking like metal but it´s looking better now. I guess I have to play a bit more with the values. Thanks a lot!
  14. Hey guys I´ve got a new problem with my recent project..The thing I´m modeling is made of metal but for some reason the material doesn´t look like metal..I´ve already tried different metal materials but none of them looks good...The material looks rather beige than metallic. Any ideas how to fix it? Don´t be surprised about the shots. I still have to adjust some things for the final rendering like the perspective The materials I used for it can be found on http://www.vray-materials.de/. They´re called - Stainless Steel Brushed by dc0110 - Stainless StYLe - Steel plate dark
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