3ds max: Select ID doesn't work
Posted: June 22, 2006
Post subject: 3ds max: Select ID doesn't work
Post subject: 3ds max: Select ID doesn't work
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.
Cause this has happened in the past five things I've made, and it's ridiculously annoying.
Posted: June 23, 2006
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Ah, alright. Yeah, I really need to switch to Blender.
Posted: June 23, 2006
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I just saw some movie made from open source apps
Not too bad
Not too bad
Posted: June 23, 2006
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I actually do all my actual model making in Milkshape
Then import and tweak
Then import and tweak
Posted: June 23, 2006
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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
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
Posted: June 23, 2006
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Haha
Lol
People still use milkshape?
Lol
People still use milkshape?
Posted: June 23, 2006
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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.
It's all stationary.
Still, I'd like to know how to apply materials. I'm obviously doing something horribly wrong.
Posted: June 24, 2006
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You should be able to select the face or object and drag the material or something
Posted: June 24, 2006
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Or, there should be an icon near the top that says assign material to object
Try that
Try that
Posted: June 24, 2006
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Yeah, I do that, and it auto assigns ID 2
It's weird.
It's weird.
Posted: June 24, 2006
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Did you click the id number you want to use?
Posted: June 24, 2006
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Ayep, even when I use the little "Select ID" box and switch it to 5, it auto sets it back to 2
Very odd.
Very odd.
Posted: June 24, 2006
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Well, select ID is just that...you would select all the 5 ID and change nothing
Try the one above it
Try the one above it
Posted: June 24, 2006
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Under Face --> Material?
Yeah, that seems to not effect it at all.
It just goes blank.
Yeah, that seems to not effect it at all.
It just goes blank.
Posted: July 10, 2006
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Right now, it's set to 5
I think there may be a problem with the material.
I think there may be a problem with the material.
Posted: July 11, 2006
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I believe so.
I'm using an avatar template for proper alignment, and using the Mat set that came with it.
I'm using an avatar template for proper alignment, and using the Mat set that came with it.
Posted: July 11, 2006
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I believe so.
I'm using an avatar template for proper alignment, and using the Mat set that came with it.
I'm using an avatar template for proper alignment, and using the Mat set that came with it.
Posted: July 12, 2006
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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
It works with the Set ID 2 that seems to take over everything, but not 5, which is the correct hair mat
Posted: July 12, 2006
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Because that ID is probably whats mapped
Posted: July 12, 2006
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And it has to be 5 to work :/
Now, what's the Box below the Set/Select ID portion?
Now, what's the Box below the Set/Select ID portion?
Posted: July 12, 2006
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Above that
Below Select ID, above the "Clear Selection" check box
Below Select ID, above the "Clear Selection" check box
Posted: July 12, 2006
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Probably need to add an editmesh modifier and select the polys there and add the uvw on that
Posted: July 12, 2006
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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?
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?
Posted: July 13, 2006
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I'd go at it this way, duplicate the object (or just the face you want to "duplicate"), flip it, atach it again
Posted: July 13, 2006
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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.
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.
Posted: July 13, 2006
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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?
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?
Posted: July 13, 2006
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Well, Full tube
I think, but yeah
I just want the texture to be on both sides of the face.
I think, but yeah
I just want the texture to be on both sides of the face.
Posted: July 14, 2006
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Well a face is not two sided
There is no such thing as a true solid in 3d studio
There is no such thing as a true solid in 3d studio
Posted: July 14, 2006
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Right, is there any way to convert it?
Posted: July 14, 2006
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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
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
Posted: July 14, 2006
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So I basically need to remake the whole thing?
Posted: July 14, 2006
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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
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
Posted: July 16, 2006
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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
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
Posted: July 22, 2006
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Yeah
But as copy
Not instance
This might screw up your'e smoothing groups
Not sure about that part
But as copy
Not instance
This might screw up your'e smoothing groups
Not sure about that part
Posted: July 23, 2006
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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
But for further use this may be a stupid technique, not sure if I did everything the easiest/smartest way
Posted: July 23, 2006
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I won't be doing this again, I'll make sure it has a back next time
Posted: July 24, 2006
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It's found under "surface properties"
Posted: July 25, 2006
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Thanks for your help with this *Laughs* I never woulda got that.
Now I just have to fight through getting the textures on again.
Now I just have to fight through getting the textures on again.
Posted: July 26, 2006
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Hehe np, so it did work out?