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3ds max: Select ID doesn't work


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Derek Posted: June 24, 2006   Post subject:
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Use SET ID with the face selected

Nikollas Posted: July 10, 2006   Post subject:
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Right now, it's set to 5
I think there may be a problem with the material.


Derek Posted: July 11, 2006   Post subject:
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Using a multi/subobject material?

Nikollas Posted: July 11, 2006   Post subject:
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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.

Nikollas Posted: July 11, 2006   Post subject:
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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.

Derek Posted: July 11, 2006   Post subject:
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Ahhhh your UVWs are probably messed

Nikollas Posted: July 12, 2006   Post subject:
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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

Derek Posted: July 12, 2006   Post subject:
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Because that ID is probably whats mapped

Nikollas Posted: July 12, 2006   Post subject:
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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:
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Smoothing groups

Nikollas Posted: July 12, 2006   Post subject:
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Above that
Below Select ID, above the "Clear Selection" check box

Derek Posted: July 12, 2006   Post subject:
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Not sure
Normals I think

Nikollas Posted: July 12, 2006   Post subject:
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Humm
Normals?

Derek Posted: July 12, 2006   Post subject:
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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:
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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?

Shawn Lancing Posted: July 13, 2006   Post subject:
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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

Nikollas Posted: July 13, 2006   Post subject:
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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.

Shawn Lancing Posted: July 13, 2006   Post subject:
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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?

Nikollas Posted: July 13, 2006   Post subject:
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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:
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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:
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Right, is there any way to convert it?

Shawn Lancing Posted: July 14, 2006   Post subject:
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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

Nikollas Posted: July 14, 2006   Post subject:
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So I basically need to remake the whole thing?

Shawn Lancing Posted: July 14, 2006   Post subject:
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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

Shawn Lancing Posted: July 16, 2006   Post subject:
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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

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