Custom Search
|
|
3dmax Modeling Guides
Accuracy The model has to be modelled by using the delivered vector data and 3d data. The model has to create as accurate as possible according to a not too high poly count. That means, every edge or vertex that is not in use or necessary has to delete. -no freeform modelling -use axis constrain -use grids and tapes -stick with the given footprint -use snaps!!!!! -use transform type-in Read the delivered data carefully!!!!!! In case of architectural questions check the delivered books Units and Scaling The modelling has to be done in meters. The Scale has to be 1:1 Origin The coordinates of the objects have to be used. That means, it is not allowed to move the models to another position. General modelling rules - It is important to reduce the poly count (for example glass should not be made out of boxes, a flat poly with double sided material is ok) - no groups - modifier stack have to collapsed to editable poly - only standard materials with textures (no raytrace material or something else) - use textures and alph/opacity maps instead of geometry, no high poly (for fences …) - doubled faces are strictly forbidden - no overlappings and no gaps - use double sided materials when needed, where you can see both sides of a flat object (fence e.g.) - Remove all unnecessary edges or vertices - weld vertices - textures as bitmap (.bmp, 24 bit) - give the texture the fixed names (see description 062) - don't use too much polygons (a cylinder does not need more than 12 sides) - only max files, no 3ds or ob - no unnecessary faces The modells will be used in 3d studio max7. It is not allowed to use plug-in that require special dlls. If you find usefull info In this article plz visit http://www.amenext.com Thanks&Regard Article Directory: http://www.articledashboard.com |
|
© 2005-2011 Article Dashboard