3ds max: Select ID doesn't work
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| Derek | Posted: June 24, 2006 Post subject: |
| 3d forums user Joined: 11 Jun 2006 Posts: 18 Back to top |
Use SET ID with the face selected |
| Nikollas | Posted: July 10, 2006 Post subject: |
| 3D forums member Joined: 11 Jun 2006 Posts: 47 Back to top |
Right now, it's set to 5
I think there may be a problem with the material. |
| Derek | Posted: July 11, 2006 Post subject: |
| 3d forums user Joined: 11 Jun 2006 Posts: 18 Back to top |
Using a multi/subobject material? |
| Nikollas | Posted: July 11, 2006 Post subject: |
| 3D forums member Joined: 11 Jun 2006 Posts: 47 Back to top |
I believe so.
I'm using an avatar template for proper alignment, and using the Mat set that came with it. |
| Nikollas | Posted: July 11, 2006 Post subject: |
| 3D forums member Joined: 11 Jun 2006 Posts: 47 Back to top |
I believe so.
I'm using an avatar template for proper alignment, and using the Mat set that came with it. |
| Derek | Posted: July 11, 2006 Post subject: |
| 3d forums user Joined: 11 Jun 2006 Posts: 18 Back to top |
Ahhhh your UVWs are probably messed |
| Nikollas | Posted: July 12, 2006 Post subject: |
| 3D forums member Joined: 11 Jun 2006 Posts: 47 Back to top |
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 | Posted: July 12, 2006 Post subject: |
| 3d forums user Joined: 11 Jun 2006 Posts: 18 Back to top |
Because that ID is probably whats mapped |
| Nikollas | Posted: July 12, 2006 Post subject: |
| 3D forums member Joined: 11 Jun 2006 Posts: 47 Back to top |
And it has to be 5 to work :/
Now, what's the Box below the Set/Select ID portion? |
| Derek | Posted: July 12, 2006 Post subject: |
| 3d forums user Joined: 11 Jun 2006 Posts: 18 Back to top |
Smoothing groups |
| Nikollas | Posted: July 12, 2006 Post subject: |
| 3D forums member Joined: 11 Jun 2006 Posts: 47 Back to top |
Above that
Below Select ID, above the "Clear Selection" check box |
| Derek | Posted: July 12, 2006 Post subject: |
| 3d forums user Joined: 11 Jun 2006 Posts: 18 Back to top |
Not sure
Normals I think |
| Nikollas | Posted: July 12, 2006 Post subject: |
| 3D forums member Joined: 11 Jun 2006 Posts: 47 Back to top |
Humm
Normals? |
| Derek | Posted: July 12, 2006 Post subject: |
| 3d forums user Joined: 11 Jun 2006 Posts: 18 Back to top |
Probably need to add an editmesh modifier and select the polys there and add the uvw on that |
| Nikollas | Posted: July 12, 2006 Post subject: |
| 3D forums member Joined: 11 Jun 2006 Posts: 47 Back to top |
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 | Posted: July 13, 2006 Post subject: |
| 3D forums member Joined: 14 Nov 2005 Posts: 31 Location: USA Back to top |
I'd go at it this way, duplicate the object (or just the face you want to "duplicate"), flip it, atach it again |
| Nikollas | Posted: July 13, 2006 Post subject: |
| 3D forums member Joined: 11 Jun 2006 Posts: 47 Back to top |
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 | Posted: July 13, 2006 Post subject: |
| 3D forums member Joined: 14 Nov 2005 Posts: 31 Location: USA Back to top |
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 | Posted: July 13, 2006 Post subject: |
| 3D forums member Joined: 11 Jun 2006 Posts: 47 Back to top |
Well, Full tube
I think, but yeah I just want the texture to be on both sides of the face. |
| Shawn Lancing | Posted: July 14, 2006 Post subject: |
| 3D forums member Joined: 14 Nov 2005 Posts: 31 Location: USA Back to top |
Well a face is not two sided
There is no such thing as a true solid in 3d studio |
| Nikollas | Posted: July 14, 2006 Post subject: |
| 3D forums member Joined: 11 Jun 2006 Posts: 47 Back to top |
Right, is there any way to convert it? |
| Shawn Lancing | Posted: July 14, 2006 Post subject: |
| 3D forums member Joined: 14 Nov 2005 Posts: 31 Location: USA Back to top |
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 | Posted: July 14, 2006 Post subject: |
| 3D forums member Joined: 11 Jun 2006 Posts: 47 Back to top |
So I basically need to remake the whole thing? |
| Shawn Lancing | Posted: July 14, 2006 Post subject: |
| 3D forums member Joined: 14 Nov 2005 Posts: 31 Location: USA Back to top |
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 | Posted: July 16, 2006 Post subject: |
| 3D forums member Joined: 14 Nov 2005 Posts: 31 Location: USA Back to top |
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 |
| Sponsor | Posted: February 10, 2012 Post subject: |
| 3d forum sponsor Joined: 09 Aug 2010 Posts: 1 Back to top |
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