zenhomeboy Posted May 27, 2010 Share Posted May 27, 2010 GREETZ WOW! This is what I've been looking for ... a forum dedicated to 3D architectural viz. I'm relatively new to 3D, using 3ds Max altho I don't think my question is software-specific. But then what do I know? When I create a model I have been following instructions i found somewhere that state I should set sensible units - so my models are in feetw/decimal inches, but more to the point I have been modelling real world scale - I even start out in my maxstart.max file with a 6' high cylinder named 'man' by which i sanity-check my subsequent work. where i run into trouble is a) when I export to other programs like quest3d or other real-time apps my models are GI-normous!!! b) when I apply bitmap materials in Max I have the feeling I'm using 'too many tiles' ... that a smaller model would need fewer repetitions of the pattern and look better -OR- that I need to use bigger and bigger bitmaps, so I end up using the huge textures from Arroway (8000x8000) and others and consume lots of memory i'm sure. If my question makes sense to anybody (and especially if it does not) i'd shore 'preciate some feedback. What do you pro's out there do when creating your models? do you model real-life size? ADVthanxANCE the zen Homeboy Link to comment Share on other sites More sharing options...
StevieBoy85 Posted May 28, 2010 Share Posted May 28, 2010 (edited) Yes you should always work using real life dimensions. Make sure that when you import into different programs that the units are set the same (inches or feet whatever your using) in both programs BEFORE you start modeling and again before you import. Also.. 8000 x 8000 is pretty massive. That's not a bad thing if you are going to be displaying your work at say a trade show or something on a fairly large poster. Here at my studio we render most of our images out at 3000 x 2250. Keep in mind that if the image is only THAT big than a texture with that much resolution isn't really necessary because its more than twice the size of the image itself. As for tiling.. its a good idea to try to keep away from something that is noticeably repeating. So.. try to keep your textures as small as possible without too much tiling. Also if the texture isn't very detailed (like carpets (plane ones anyway) or stucco.) its a lot easier to get away with a smaller one. The larger textures come into play when you're doing something like wood with a fine grain or anything that might take up a large portion of the image (like a sky or background). Edited May 28, 2010 by StevieBoy85 Link to comment Share on other sites More sharing options...
TrondGreve Posted May 31, 2010 Share Posted May 31, 2010 Arroway have lores files in at least some of their collections. I can not see any advantages with modelling anything else than "real-life size Link to comment Share on other sites More sharing options...
iSurvivedZenHomeboy Posted June 12, 2010 Share Posted June 12, 2010 WOW! is this really what you have been looking for? As previously mentioned...no advantages to less than "real life".. Big Apple? Mental Health? 'preciate this! Link to comment Share on other sites More sharing options...
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