Thứ Hai, 13 tháng 6, 2011
Thứ Bảy, 11 tháng 6, 2011
Software Used : |
| 3dsmax |
General : |
Tip 1: Create a basic scene you always load before you start a new project. 3ds Max has a lot of setting that are scene-based. I like to have a base scene with mental ray set as default render, gamma/LUT enabled and metric unit. This can save you a lot of trouble down the road when and if you need to merge scenes together or multiple people work on the same project. Tip 2: Know your shortcuts! Sometimes you accidentally press a button and 3ds Max does something weird. Here are some of the buttons you want to know to avoid headaches:
Tip 3: Right click on the snap button to access a whole range of options. I like to have Vertex snap as my default snap option. If you have trouble with a vertex that doesn’t want to snap to another, try and see if Use Axis Constraints is on in the options tab, and turn this off (Fig.01). |
Fig.01 |
Modeling : |
Tip 1: Use Editable Poly when polygon modeling. Editable Mesh is leftover from earlier versions of 3ds Max and is no longer developed with new features etc. So if you do come across an editable mesh, just right click Editable Mesh in the modifier panel and choose Editable Poly, and you will now have access to a much larger range of modeling tools (Fig.02). |
Fig.02 | Fig.03 |
Tip 3: When adding more loops to a mesh, use the Swift Loop tool to create a loop that flows with the surface curve. Simply select the Swift Loop tool, hold down Shift key and click where you want the loop. Note: that the UV coordinates will have to be adjusted afterwards (Fig.04 – 05). |
Fig.04 |
Lighting (Mental Ray) : |
Tip 1: When setting up lights always use Photometric lights. Photometric lights are physically based lights, and important to create a real-world natural look in your scene. Note: To achieve the best result it’s also important that your scene is modeled to real-world scale (Fig.06). |
Fig.06 |
Page 1 |
Related Tutorials |
If you liked reading this tutorial, you may also be interested in the following. "Fast Ambient Occlusion in 3ds Max" by Tom Isaksen Ambient occlusion adds great realism to your renders, but can be bit cumbersome to set up in Max, particular if you’re using a mix of mental ray shaders and standard shaders. You could create an ambient occlusion effect by using lights, but it can be slow to render and tricky to get the right look. "Camera Matching in Six Steps in 3ds Max" by Ciro Sannino 3ds Max and other software usually have a plugin to help the user with camera matching. I think it is also important to know the basic perspective rules to make a perfect camera match quickly and manually. In this tutorial I’ll be using 3ds Max, but this is an universal technique than can be applied to other software packages too. |
| Tip 1 | |
Did you know that "architectural materials" and "self illuminated" materials are light emitting (for Mental Ray & Vray) ? If you apply them on a box you will get a similar effect as a "photometric area light" or a "Vray light". | |
| Tip 2 | |
Try to use always soft shadows in your renderings if possible. Hard shadows are looking always very fake. In "Mr Omni/Spot" scale the size of the light in the area light parameters (mental ray). | |
| Tip 3 | |
To have perfect shadows it is necessary to create all objects with real dimensions. | |
| Tip 4 | |
How to decrease render time for test-renderings: | |
| Tip 5 | |
Do not use editable MESH but ALWAYS editable "POLY". | |
| Tip 6 | |
Instead to mesh smooth a box, use from the "extended primitives" a "chamfer box"... the result is the same, but the chamfer box" has less polygons ! | |
| Tip 7 | |
Sometimes all your Vertexes disappear during modeling of an object. To fix this bug try this options: | |
| Tip 8 | |
The best light to create Highlights is the Omni light (or MR Omni). | |
| Tip 9 | |
Do not use "area shadows" in Mental Ray, they are very slow and not optimized for Mental Ray. | |
| Tip 10 | |
(For beginners) When you are working sometimes you can't anymore move your object. | |
| Tip 11 | |
When you create a "loft" object it can happen that the end or beginning of the object has an error. | |
| Tip 12 | |
Download ALWAYS the last service-pack for your 3Ds Max version. It will fix important bugs. | |
| Tip 13 | |
There can be only 2 mistakes when your extruded (spline + extrude modifier) object has an error: | |
| Tip 14 | |
If you use splines to create shapes, try to use a very small number of vertexes. | |
| Tip 15 | |
If your interface/panel disappeared you have this options to fix the problem: |
I hope that this tips will help you.