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.:How should i StarT:.


dalaylama
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Hi all,

 

To begin i am a newbie,did 2 projects on viz/3ds, am starting a new one and want to be sure to do the right thing.My objective is to render a few scene with mentalray for a building I modelised in AutoCAD (Pictures bellow are render of it)compose of few shapes extrude and blocks. The scene wont be complicate and I will use only 1 daylight. The thing is when i import my .dwg i dont if i do right. On my last attemp as soon as i applied texture the mapping went crazy and it was way to hard to handle;bricks were going every were and was way to heavy to render. Am trying to use arch and design mat,i have problem scaling it to a descent size even if my model is real in real scale.So my questions are

 

+When importing my dwg file,what should i looked for?

+What is the best way to apply my texture so i dont always need to add a UVW map?

+Is there a faster way to scale my texture then adjusting the tile all around

+What Mistakes should i try to avoid

 

Plz help me

Sorry of for my english its not my primary language

 

Thx :)

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+When importing my dwg file,what should i looked for?

For simple geometry as the one shown, usually 3dsMax defaults are quite good.

Make sure that you are settings your units proprely in Acad, and in 3dsMax as well, cause later on, if you want to work with light values, the units are taken into account.

 

+What is the best way to apply my texture so i dont always need to add a UVW map?

Adding UVW map is like 1/16 of a second, so you should be doing that every time.

 

+Is there a faster way to scale my texture then adjusting the tile all around

That is why there is a UVW map. Leave the tile in the material to one, and use the UVW proprely. Example, select everything that is in brick, and Box Map it. Set the size of the UVW for the texture, if the texture is 3 bricks long, 8"x3 = 24" so you can boxMap your building 24"x24"x24" and just play with the gizmo to set the start point location. The tiling option in the bitmap should be less used than the UVWmap

 

+What Mistakes should i try to avoid

Weld your verts. When modeling in Acad, or any other packages, keep stuff simple and clean.

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Hi Joel

Model looks good, assuming that you built it to scale in Acad I would not rescale it, as mental ray works on real world units for calculating light.

You will probably have to apply UVW maps to everything, this should not be a problem, a bit more tricky depending on how your objects are divided up, i.e. are all you walls one objects? if so you will have to use multiple ‘edits mesh’ modifiers with ‘UVW map’ to orientate the texture.

Are you using a procedural brick or a bitmap for the brick? This will inform the best way to tile it,

If you are using a tile-able bitmap then I would apply a UVW appropriate to that, so if a brick is 75*225mm inc mortar, and the map is 20*20 bricks your UVW will be 1500*4500mm.

Why don’t you keep posting work in progress and I will try to point you in the right direction.

Hugh

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Thx you for your advices,

 

Here's the problem my main building frame is one entity and ive got at least two dfferents textures to apply. How am i suppose to proceed.

Sorry for like i said am new at this

 

By the way am using bitmat with the materiel masonry from arch and design

 

Thx :)

Edited by dalaylama
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You can use a Multi/Sub-Object material. In Edit Poly select all the faces. Set them to Material ID 1 (just to be sure that it's done). Then select the faces that need to be a different material and set them to Material ID 2. The Multi/Sub material combines two or more materials and distributes them based on material ID.

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