designozz3d Posted June 12, 2008 Share Posted June 12, 2008 hello guys this question abt how to maintain perfetc grid in facade of glass and composit panel here is one image, it is real image not 3d image and is it possible to make model in 3dmax with perfect grid Link to comment Share on other sites More sharing options...
designozz3d Posted June 12, 2008 Author Share Posted June 12, 2008 image Link to comment Share on other sites More sharing options...
Nic H Posted June 12, 2008 Share Posted June 12, 2008 yes use a grid or plane Link to comment Share on other sites More sharing options...
AJLynn Posted June 12, 2008 Share Posted June 12, 2008 Tile map in your texture, or model it, or model it as a plane with edges separating polygons for regular and joint - anything that lets you put almost any variation at all in the texture where the lines are will be enough at that distance. Link to comment Share on other sites More sharing options...
SandmanNinja Posted June 12, 2008 Share Posted June 12, 2008 You could also CLONE your exterior walls and use that for another texture. For instance, I had to make a skyscraper recently in a class I'm taking and I made a rectangle with segments every 3 meters (for the floors or levels). I cloned it and applied a lattice modifier to the clone. I then applied a concrete texture to the lattice structure and a glass material to the original structure. Didn't turn out half bad. But I think that would be a basic texture applied to the surface, with a BUMP map. Link to comment Share on other sites More sharing options...
jsf Posted June 12, 2008 Share Posted June 12, 2008 Since you are using Max, go into 3dsMax maps folder (on your C: drive) get a bump map from one of the floor tile maps that has a strong grid pattern. This one "Finishes.Masonry Flooring.Marble.Brown.bump" works well. Create your exterior wall material with this map, play with the specularity if you want it to look like metal. Now take all your exterior wall meshes and apply a single UVW map modifier to them. This will give you control of the grid over the entire surface. Adjust to suit your preference. Place the map in your Bump slot to give the grooves some depth. Use that same map in the roughness channel of your glass material. Apply the same principle for the UVW map and you should be able to get them to align. Link to comment Share on other sites More sharing options...
designozz3d Posted June 14, 2008 Author Share Posted June 14, 2008 (edited) Tile map in your texture, or model it, or model it as a plane with edges separating polygons for regular and joint - anything that lets you put almost any variation at all in the texture where the lines are will be enough at that distance. ajlynn can u please refer my image which i post in that every tile you can find difreent distence so i dont think we can apply texture for that and in that project gird should me perfect at horizontal and vertical so i dont think texture can be help us. i made grid and panel in autocad then i import in max but i just want to know abt model in max i think this is most complecated modeling in max Edited June 14, 2008 by designozz3d Link to comment Share on other sites More sharing options...
SandmanNinja Posted June 14, 2008 Share Posted June 14, 2008 It LOOKS like a floor tile on an exterior wall, so AJ's suggestion was a good one, I think. Link to comment Share on other sites More sharing options...
AJLynn Posted June 14, 2008 Share Posted June 14, 2008 What do you mean? Each plane has a very regular pattern. The verticals have longer panels, but so what, you make 2 different maps. Getting a tile map to pattern like that is quite basic; if you don't know how that's nothing against you but it means that what you need to do is work on the fundamentals. Link to comment Share on other sites More sharing options...
designozz3d Posted June 16, 2008 Author Share Posted June 16, 2008 What do you mean? Each plane has a very regular pattern. The verticals have longer panels, but so what, you make 2 different maps. Getting a tile map to pattern like that is quite basic; if you don't know how that's nothing against you but it means that what you need to do is work on the fundamentals. well ajlynn sorry to say that i am quite celar for my funda but i just want to know abt max and you talked abt texture map but if you put your camera 200 ft away from your project that texture grid cant be seen but if u make that grid in max or cad that can be seen from 500 ft so sorry to say that you didnt understand my qus. and size is different and if you want file abt it i can mail you also so then after i hope you can understand what i want to say and pl dont think this is wrong topic i think i can get good tip from your side and i post my 3d image which i did so you can c that i am not fundamanetaly wrong Link to comment Share on other sites More sharing options...
Nic H Posted June 16, 2008 Share Posted June 16, 2008 wot wot wot are you on about? if you are having troubles seeing the texture from a distance, turn off blur in the bitmap, put it at 0.1 and make sure you copy the tile map into your bump channel that should fix it. looks like you worked it out anyhow. Link to comment Share on other sites More sharing options...
AJLynn Posted June 16, 2008 Share Posted June 16, 2008 You are correct, I do not understand the problem. The image looks like if you ran it at higher res with your final render image sampler settings the butt joint lines would come through, and if they didn't you could do what Nic said. Other than that I think what you'd be better off working on would be the textures - the curbs, the glass itself, the cladding, the grass... Link to comment Share on other sites More sharing options...
designozz3d Posted June 17, 2008 Author Share Posted June 17, 2008 well aj sorry for all it but i think i couldnt explain perfectly to you so i think i have to drop my qus. and sorry for all and i still have my qus. remain so can u give me your mail id i just want to mail you file because i dont think i can explain you and best luck for final challange Link to comment Share on other sites More sharing options...
Dave Buchhofer Posted June 17, 2008 Share Posted June 17, 2008 If you model or displace your reveal lines, you can accentuate them pretty easily by using a VrayDirt map with a small radius in the diffuse.. that will stay visible QUITE a bit further than trying to use a high lighting setting. not really a substitute for quality faking it, but it can work in a pinch Link to comment Share on other sites More sharing options...
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