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3ds max: Select ID doesn't work


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Nikollas
Anyone know why Select ID wouldn't work? Cause this has happened in the past five things I've made, and it's ridiculously annoying.
Collar
Are you using 3dsmax?
Nikollas
Yeap
Collar
Oh, well thats the problem
Nikollas
I... see.
Collar
Im jus hatin, ignore me
Nikollas
Ah, alright. Yeah, I really need to switch to Blender.
Collar
I just saw some movie made from open source apps Not too bad
Nikollas
I actually do all my actual model making in Milkshape Then import and tweak
Collar
Oh jesus christ milkshape Lol
Nikollas
Haha, It's simple.
Collar
Simply horrible Http://www.elephantsdream.org/ I think they mainly used blender in this Max is good but, i don't use it so i can't help ya
Nikollas
That's neat.
Reid6754
Haha Lol People still use milkshape?
Nikollas
I don't make very complicated stuff, Heh. It's all stationary. Still, I'd like to know how to apply materials. I'm obviously doing something horribly wrong.
Collar
You should be able to select the face or object and drag the material or something
Nikollas
Drag? I'll try that.
Collar
Or, there should be an icon near the top that says assign material to object Try that
Nikollas
Yeah, I do that, and it auto assigns ID 2 It's weird.
Collar
Did you click the id number you want to use?
Nikollas
Ayep, even when I use the little "Select ID" box and switch it to 5, it auto sets it back to 2 Very odd.
Derek
Well, select ID is just that...you would select all the 5 ID and change nothing Try the one above it ;)
Nikollas
Under Face --> Material? Yeah, that seems to not effect it at all. It just goes blank.
Derek
Try polygon
Nikollas
Still no luck
Derek
Use SET ID with the face selected
Nikollas
Right now, it's set to 5 I think there may be a problem with the material.
Derek
Using a multi/subobject material?
Nikollas
I believe so. I'm using an avatar template for proper alignment, and using the Mat set that came with it.
Nikollas
I believe so. I'm using an avatar template for proper alignment, and using the Mat set that came with it.
Derek
Ahhhh your UVWs are probably messed
Nikollas
Nah, I set the UVW map for the hair myself. It works with the Set ID 2 that seems to take over everything, but not 5, which is the correct hair mat
Derek
Because that ID is probably whats mapped
Nikollas
And it has to be 5 to work :/ Now, what's the Box below the Set/Select ID portion?
Derek
Smoothing groups
Nikollas
Above that Below Select ID, above the "Clear Selection" check box
Derek
Not sure Normals I think
Nikollas
Humm Normals?
Derek
Probably need to add an editmesh modifier and select the polys there and add the uvw on that
Nikollas
The Material Set ID 2 is working It just isn't the right ID And for some reason, it's reverting to that. Alright, What I'm noticing in my textures that work Is that underneath Select ID is a box that says No Name - (5) But I have no clue how to trigger this. Anyone happen to know even in the slightest what I'm talkin' about? Also, is there any way to... attach faces to the back of faces?
Shawn Lancing
I'd go at it this way, duplicate the object (or just the face you want to "duplicate"), flip it, atach it again
Nikollas
Well, It's a cylinder That I want to make into a bit of a donut. Basically, I have an outer shell of hair, but when you look at it from the wrong angles, and see the interior, it's just black.
Shawn Lancing
Ah got you Hm Are you sure you want to atach the "new" face right to the back of the other one? That would give it like a "half-tube" look?
Nikollas
Well, Full tube I think, but yeah I just want the texture to be on both sides of the face.
Shawn Lancing
Well a face is not two sided There is no such thing as a true solid in 3d studio
Nikollas
Right, is there any way to convert it?
Shawn Lancing
A box for example consists of 6 faces Turned outwards Wich gives it a box look Well it's not about converting it as much as making a set of faces Turned the opposite way
Nikollas
So I basically need to remake the whole thing?
Shawn Lancing
I have an idea involving duplicating it and converting it to mesh/poly then select all and use "flip normals" or somehting like that You need to select all the polys you want visible from both directions (select the object, and then "submode"-polygon) Afther this you need to use detach on those polys Then duplicate the object you create with detach Select the new object Select all polys And then use "flip" (found a bit down in the menu with options for editing it) This will make it visible from the other way Now you need to select the first object Then go into "submode"-poly, use attach to attach the second and the first object you detached
Shawn Lancing
I have an idea involving duplicating it and converting it to mesh/poly then select all and use "flip normals" or somehting like that You need to select all the polys you want visible from both directions (select the object, and then "submode"-polygon) Afther this you need to use detach on those polys Then duplicate the object you create with detach Select the new object Select all polys And then use "flip" (found a bit down in the menu with options for editing it) This will make it visible from the other way Now you need to select the first object Then go into "submode"-poly, use attach to attach the second and the first object you detached
Nikollas
Duplicate = Clone?
Shawn Lancing
Yeah :) But as copy Not instance This might screw up your'e smoothing groups Not sure about that part
Nikollas
I don't think I have any
Shawn Lancing
Hehe well then it won't matter :) But for further use this may be a stupid technique, not sure if I did everything the easiest/smartest way
Nikollas
I won't be doing this again, I'll make sure it has a back next time
Shawn Lancing
Hehe :)
Nikollas
Where's flip?
Shawn Lancing
It's found under "surface properties"
Nikollas
Thanks for your help with this *Laughs* I never woulda got that. Now I just have to fight through getting the textures on again.
Shawn Lancing
Hehe np, so it did work out?
Nikollas
Yep, Perfectly
Shawn Lancing
Sweet :)




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