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how to maintain silicon gird in facade


designozz3d
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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.

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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.

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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.

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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 by designozz3d
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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.

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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

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wot wot wot are you on about? :confused:

 

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.

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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...

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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

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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 :)

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