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nerseus
Joined: 27 Mar 2007 Posts: 2008 Location: USA
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Posted: Sat Jan 30, 2010 7:12 pm Post subject: New Guide: Creating a Room in 3ds Max |
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Creating a Room in 3ds Max
The following links are to step-by-step guides for creating a furniture room in 3ds max.
Room Tutorial Part 1 - Creating a Basic Room
Room Tutorial Part 2 - Multiple Materials
Room Tutorial Part 3 - Lights and Furniture Nodes
Part 1 is currently available as a video OR screenshots with text. Parts 2 and 3 are just video for now, but I will convert to screenshots soonish.
What Each Guide Contains
Part 1 is a complete step-by-step guide to creating a basic room with a light, camera, furniture nodes and a single texture.
Part 2 expands on that by adding multiple textures.
Part 3 expands even further to tweak a light and add wall and ceiling nodes (with proper orientation).
Going forward
I had planned to add more parts, but haven't yet made the time. Remaining parts would be:
* Adding Vertex Lighting
* Adding a custom avatar pose/animation (you CAN use the furniture tutorial as they are almost identical)
* Adding room animation - idle and triggered
* Adding a prop action - combining avatar and room animation
-ner
Thank you,
ner
Last edited by nerseus on Thu Nov 13, 2014 10:36 pm; edited 4 times in total |
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yokoed
Joined: 22 Mar 2006 Posts: 5110 Location: USA - PA
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Posted: Sat Jan 30, 2010 7:40 pm Post subject: |
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Awesome ner. _________________
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XxoVoxX_disabled_40584896
Joined: 21 Aug 2009 Posts: 12 Location: South Africa
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Posted: Sat Jan 30, 2010 10:02 pm Post subject: |
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This is Brilliant, exactly what i was looking for Thank you Ner. Also Thank you very much for helping me out and giving me the link this this thread Yokoed, much appreciated  |
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XxoVoxX_disabled_40584896
Joined: 21 Aug 2009 Posts: 12 Location: South Africa
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Posted: Sat Jan 30, 2010 10:40 pm Post subject: |
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Hi Ner,
I noticed when downloading your files which you added to guide us that the following files:
TestRoomFinishedPart1.zip
TestRoomFinishedPart2.zip
TestRoomFinishedPart3.zip
When you click on them to download they all come up as the same file saying:
TestRoomFinishedPart1.zip
If its ment to be like that then i apologise
Another thing i'd like to know is what version of 3d Max are you using? as i tried to open up the above files and keep getting this error.
"Unknown class, no stand-in: SuperID =0xB60, Class ID=(0x4A0C66E1,01513165)"
I read through your First tutorial, its amazing, very informative and easy to understand, thank you for all the time and effort put into this to help others out  |
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nerseus
Joined: 27 Mar 2007 Posts: 2008 Location: USA
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Posted: Sat Jan 30, 2010 11:06 pm Post subject: |
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Ah, thanks XxoVoxX. I'm fixing the links now. And... I'm using Max 2008. I *will* remake these tomorrow in Max 7 so everyone can see the (horribly) awesome texture work
I'll update when the links are pointing to Max 7 files
-ner |
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twistednanny
Joined: 29 Sep 2007 Posts: 2723 Location: Thailand
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Posted: Sat Jan 30, 2010 11:55 pm Post subject: |
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Thanks for the useful information and tips :8 _________________
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nerseus
Joined: 27 Mar 2007 Posts: 2008 Location: USA
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Posted: Tue Feb 02, 2010 8:22 pm Post subject: |
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Fixed the links to the sample room files - should be 3 separate links now
I also remade each file using Max 7 (instead of Max 2008). Let me know if this doesn't work for you!
-ner |
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temptii
Joined: 12 May 2007 Posts: 1319 Location: Australia
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Posted: Tue Feb 02, 2010 11:37 pm Post subject: |
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YaY!!! Awesome tuts... and very appreciated..  |
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MadamHaggie
Joined: 20 Jun 2007 Posts: 32 Location: USA - OH
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Posted: Thu Feb 11, 2010 10:51 am Post subject: |
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*sharp intake of breath otherwise known as a gasp!* Ners!!! You mean... you... you.... you do more than party jesus and the hilarious Paint Train???? *thud* And just when I thought you couldn't get more awesomer! This truly kicks hiney, my friend! I can't wait to give 'er a try.... _________________
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nerseus
Joined: 27 Mar 2007 Posts: 2008 Location: USA
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Posted: Fri Feb 12, 2010 12:12 pm Post subject: |
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shh... the first rule of party jesus is... we don't talk about party jesus.
There are a bunch more tuts on the main tut page. Well... two links in.
First is the 3D Program Tutorials thread.
That thread links to the older thread which got renamed: The List of 3D Meshing Groups.
That "Meshing Groups" thread is really the old tutorial thread. If you go through that, page by page, there are a ton of tutorials, including some of my older vids on page 4. Sorry - just max stuff. Party Jesus and whatnot are only on my homepage
-ner |
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IchalNova
Joined: 26 Jun 2009 Posts: 2 Location: USA
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Posted: Mon Feb 22, 2010 3:08 am Post subject: Thanks |
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very helpful, i do have one problem though. when i was creating a simple room i couldn't get the texture to apply correctly. it shows up and doesn't stretch or skew at all, it's just backwards. i followed the steps in the video to correct this but no luck. Could the problem be that i'm using studio 8? i noticed that it said you were using 7 so i thought that may be the problem. sorry for sounding newbish im still fairly new to 3ds max, it's way different than blender thats for sure. any help on this problem would be appreciated. |
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nerseus
Joined: 27 Mar 2007 Posts: 2008 Location: USA
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Posted: Sat Feb 27, 2010 6:19 am Post subject: |
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@Karriban:
The "backwards" texture is explained and expected, based on how I make the mesh. It's also fairly easily fixed by applying the UVW Mapping modifier and setting the mapping mode to Box.
To understand why this was a problem, it's important to note that polygons all have a "front" and a "back". That is, imagine a polygon like a piece of weird paper. If the "front" of the paper is facing you, you see it. If you turn the paper around, it disappears. So imagine a box made of 6 pieces of such paper, each side pointing "out". If you're holding this box in front of you, it looks like a box. But if you built the box with all 6 sides facing the other way, then those sides that are closest to you would be invisible and you'd instead see the "backside" of the box. It's a strange concept - 1-sided polygons - but important for lots of reasons as a mesher
So... the issue is that I used a Box as a starting object - each side faces out. I "flipped" the box inside out so that it would become a room. That also has the effect of flipping the texture mapping. Luckily a "box" is a standard primitive and there is a UVW Mapping modifier that you can apply which will apply a texture mapping to each face that is NOT reversed.
If I'd built the room using planes or other objects I probably would never have had to flip the faces and thus the textures would be straight. But then, there would be a good chance that I'd need to fix textures in other ways. In a later room tutorial I show how to apply some tiling to one wall, for example. It's all part of basic Max functionality to map textures to a surface and there are many many ways to do that
-ner |
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IchalNova
Joined: 26 Jun 2009 Posts: 2 Location: USA
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Posted: Sat Mar 06, 2010 3:53 pm Post subject: |
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i understand why they textures are backwards, i'm new to 3ds max not modeling all together XD. i meant i wasn't aware if there were any problems with studio 8 that required a patch. anyway i managed to fix it, turns out i had the graphics settings for 3ds max set up wrong, and it wasn't showing the effect of the UVW mapping modifier, and a few other things that were fixed by correcting the graphics set up. all textures apply fine now, thx again for your helpful tutorial  |
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yokoed
Joined: 22 Mar 2006 Posts: 5110 Location: USA - PA
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Posted: Sat Mar 06, 2010 7:56 pm Post subject: |
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Watching your video is a great help for those who need this information, but it leads me to a question.
I know and submitted many rooms to the catalog and was taught to link the camera01.01.root, camera01.01.root.target & omni light to the node room which is linked to the skeleton.room and was wondering why you don't include that in your video.
Has me thinking that maybe it's not necessitary could you elaborate?
_________________
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Arezeon
Joined: 06 Jan 2009 Posts: 5000 Location: USA - MA
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