GMax and 3DSMax (And any other modeling program) screenies/renders

Yep Garry it is a texture mate but in Photoshop using the transform tool whilst holding shift to keep the texture in scale will still result in a blurred texture by the time i have scaled it down enough to look correct, I have to try a different way of mapping it all i feel so that i could also apply the same texture to a heap of different mesh's there for making one of these mesh library creations like you have Garry with your Fences and factories or Paulzmays amazing creations. One day i'll work it out mate thanks for the comments everyone.
Cheers Mick.:)

In Gmax I would scale that wall in Texture Editor. It means doing them one at a time but it would only effect the horizontal plane and so increase the amount of corrugations per metre.
However, I do not know which 3D package is being used in this case. Using Scale in Gmax changes the whole image as far as I can make out, handy for the guns on my warships but it wouldn't work on a single wall.
The Provisioning Shed is a very nice model in other respects so would only improve by more corrugations. A 'Well done' is definitely deserved.

Angela
Thanks Angela this was made with Max12 so yeah still heaps to learn and way too many projects pilling up on the drawing board so to speak..lol. When i first started with Gmax i built a simple house from a excelent tut and i still have that house today but i missed quite a few steps jumping straight up to 3ds Max and half the threads here in the help section may as well be in a different language lol, But i think it helps to show pics of your work so now and then others can chime in with sum advice.
Mick.
 
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G'day matruck,

Thanks for that clarification, Mick, I can now see your problem. As Angela has intimated, I am suggesting that you 'scale' the texture in your 3d program, NOT in your G.M.P. Since you are using 3ds Max 12, the 'thing'; to do is to select the sub-object you wish to scale (in this case, all four external walls, although I suspect in doing so that you will also grab the internal walls as well but assuming they have been textured with the same map, then that won't matter) and then add the Unwrao UVW modifier from the drop down list and when it is added to your model, select it from the text box. When the roll-out opens, click on the [Edit] button and when the edit dialogue box opens, select all the vertices of all the sub-objects in the viewing pane (zoom out to see them all if necessary). After you have selected all of the vertices of the sub-objects, click on the 'scale tool' but don't click off or just very carefully click on the little arrow that appears in the bottom right hand corner of the icon. Holding down the click (or just clicking the arrow), will display a short drop down list with three icons in it. These are the Material scaling options. The first icon in the list is the same as the Tool icon (which provides you with the default scaling option of scaling each direction equally. The second option (an icon with an arrow pointing left and right), allows you to ONLY scale the material along that axis. The third option (which has the arrow pointing up and down), allows you to scale the Material in that direction. Select whichever of these is appropriate, depending upon the alignment of your texture (if you can't see the texture in the viewing window, click on the drop down list text box at the top right hand side of the viewing window and select the texture from the list to display it in the viewing window) and move the cursor over one of the vertices in the window. When you od this, the cursor will change to reflect the scaling option you have selected and once you click on the vertex, you can move it accordingly. I would suggest that before you do any of this that you create a 'new' box in your model - one that is 1.2 meters in width and of any depth and height (but a height that is smaller than the height of your walls), with the auto-grid option turned on (so that this new box 'sticks' to the existing wall, placing it somewhere along the middle of a wall) and then use that box as a guide to scale the sub-objects so that they 'meet' the standard...

...let me know if I've made that too complicated for you...

Jerker :)}
 
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NBLMANShunter6A_zps46e80690.jpg


working on this at the moment:
 
Beautiful render Vold12 - just lovely!

The reason I'm not a content creator is that it would break my heart to work on something like that and then see what it looked like in-game. I'd stop right there! Kudos to all creators!

Andy :)
 
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G'day S301,

Zec, you're still setting the standard for us Aussie creators...


...by the way, you have a PM from me awaiting your attention over on Victrainz...

Jerker {:)}
 
If I ever get around to finishing it.

Used by Inspection team of MGWR in Ireland...... really needs an animated well dressed cycling man to work properly (no boiler suits)
 
LMAO, it is the ultimate railfan-trespassing-for-a-great-photo vehicle! Sure to get people killed if it falls in the wrong hands!
 
It would have been a nightmare! The rear chain sproket is tiny, it'd be like pedaling from a standstill in over-drive, it's completely unsprung and the rear A-frame transmits every bump and grind directly into the base of the rider's spine...

Ouch!
 
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