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Published: 2007-07-07 11:51:03 +0000 UTC; Views: 19067; Favourites: 86; Downloads: 1657
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Description
Requires 3ds MAX 7, Less than 7 is not supported.This is a normal map tutorial requested by
This is a two part tutorial, first part.
As usual, you can give links to this tutorial, you can add this tutorial to favorites, but you can't re-submit this at any sites / pages under your name or my name without my permission.
If you have trouble, send a note. I'll answer as best as I can.
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Comments: 24
Lith-1989 [2007-10-11 23:56:34 +0000 UTC]
Thanks, I'm glad to find useful tutorials in deviantart
👍: 0 ⏩: 1
Councilor In reply to Lith-1989 [2007-10-12 02:06:49 +0000 UTC]
Glad to be of help. Don't forget to send me a note if you find some difficulties on doing the tutorial
👍: 0 ⏩: 0
kyogure [2007-07-19 19:02:25 +0000 UTC]
master a pny problem nih
a dah coba2 bikin rumah di 3dmax dibagian dinding,atap, sdh a bikiin lalu yg kurang cmn tinggal kasih window , doorny ,n materialny
tp setelah a pasang window ato doorny didindingny jd geser dan baentukny berubah mencong kekiri lalu a ulangi lg pke undo window td yg kupasng sudah pasti hilang( cancel )namun bentuk dinding yg berubah mencong kekiri g kembali sprt semula seharusny kn cancel jg bentukny
cz jengkel a open lagi gbr file rumahku itu lalu ulangi lagi pasng window ato door alhasil tetep sama
proses yg a buat dr awal tu sprt ini
..... 1 geometry --- EIC ---wall(a bentuk dinding denah rumahny pke wall)
..... 2 (proses yg kedua a lupa)tp intiny kyk gini a bwt tiruan grid (mungkin pake helper) a move grid itu ke axis Z setggi 3 m ,untuk bikin diding lantai 2 , lalu tiruan grid a move lg ke atas 3 m untuk bwt dinding
..... 3 lalu stlh lihat2 bentukny terlalu besar proporsi di didinding teras lalu a kecilin lg dindingny
pake .....modify edit poly --- vertex --- a geser bentukny pke move ,shg bentuk rmh jd spt yg a mw
..... 4 a mw pasang window ato doorny ,untuk memudahkn bagian yg g perlu spt lantai 2 n atap ny a hide ,shgg tggl lantai 1
..... 5 a pasang window ato doorny ,lhaa.... mulai inilah a kebingungan bentukny mencong
..... 6 a undo windownya aj yg cancel tp bentuk mencong ny g
..... 7 untungny sdh a save di 4 td
namun setelah a bikin sedehanany aj (a new untuk pembuktian ) wall a bikin denah kemudian a pasang window ternyata bisa g ad perubuhan bentuk yg mencong itu ap mungkin karena a pake edit poly ap gimana y?
lalu solusiny gmn boz .......ap a ulangi lg tanpa edit poly ,cz dulu setengah th ll kyke a diajari mebwt rumah tanpa menggunakn edit poly ama tmnku , yah waktu itu a setengah malaz bikin rumah pke 3d ,
a bru pingin bwt rumah pke 3d itu setelah a masuk DA ini a baru join di DA kn blm ad 1bln (masih 3 mgg)terutama stlh watch master n blumagician a jd pingin bwt rumah
kl a tny tmnku dy sdh plg kampung cz inikn sdh lbrn semester
a tggu solusimu master.......
👍: 0 ⏩: 1
Councilor In reply to kyogure [2007-07-20 00:30:26 +0000 UTC]
Bro, gue pikir lo mau nanya soal normal map, taunya kasus biasa yah.... makanya gue bilang pake note aja kalo mau nanya soal masalah teknis apalagi yang spesifik. Anyway, nih gue kasih saran:
Kalo buat tembok jangan pake EIC->Wall, lebih sederhana & nggak ribet kalo lu pake line, bikin garis-garisnya (garis aja jangan membentuk bidang), lalu diconvert jadi editable spline, pilih selectionnya spline (yang ada icon gambar vertex,segment,spline) lalu pilih semua garisnya. Scroll kebawah modifier listnya editable spline ntar lu nemu tombol outline yang dibagian kanannya ada angka 0.0 , tinggal digeser aja angkanya ntar ngebentuk ketebelan itu garisnya, lalu kasih modifier extrude, tentukan tingginya, jadi deh wall.
Kemungkinan tembok yang lu bikin jadi mencong itu karena step ke 3 lu nggak bener dijalaninnya, mungkin lu cuma ngubah vertex satu sisi aja, ato vertex bagian atas aja. Ini sih sebenernya gue belom coba soalnya gue nggak pernah pake EIC -> Door, Window atau Wall. Biasanya gue modeling sendiri pake editable poly semua.
Tapi asli deh kalo gue bilang hindarin EIC itu, gimanapun juga modeling Box yang diconvert jadi Editable poly tetep lebih bagus. Solusinya: bikin deh dari awal pake obyek-obyek standar kayak standard primitives, jangan pake EIC ato macem-macem. Terus kalo editable poly ati-ati jangan sampe ada vertex yang gak ikut kepilih, kalo susah coba pilihnya pake polygon atau nggak edge aja.
Buat saran aja nih: latihan modeling pake satu objek dulu (jangan pake lebih dari satu obyek) misalnya bikin pesawat pake satu box aja (ikutin tutorialnya 3dsmax), buat latihan sense modeling pake editable poly.
👍: 0 ⏩: 1
kyogure In reply to Councilor [2007-07-20 19:25:50 +0000 UTC]
sory master,udh terlanjur disini (kmaren a sempat bingung mw dinote ato comment ,y akhirny gw putusin comment aj ,pikirku c biar org lain bz tambah ilmu jg hehehe....)tp besok lg kl a ada masalah a langsung dinote aj gmn?
kl gt master,a harus ulangi lg dong ,waduuh ....
lalu yg jd pertanyaan jendela n pintuny harus bikin sendiri pake edit poly jg ,apakah setelah jendela jadi wall td harus dilubangi sesuai dng ukuran jendela pke boolean --- subtrac 1(kl g lupa namany itukn ?)
hehehe..... harus bikin satu2 deh
seingatku jawaban master persis jawaban yg dikasih bluemagician, dy suruh a bwt dinding jenis gunungan pke cara yg master berikan
Nnt kl bwtnku sdh jd a dibri komentar yg bnyk y ....?moga2 aj g lama bikin ny hehehe....
Thx ...........
NB:dinding jenis gunungan(dinding sbg pengganti kuda2 ,f:untuk menahan atp bentukny segitiga yg gabung ama dinding )
👍: 0 ⏩: 1
Councilor In reply to kyogure [2007-07-20 23:40:04 +0000 UTC]
Bukan masalahnya orang lain bisa ikutan tambah ilmu apa nggak bro, gue kan udah nulis "any question send me a note" jadi nggak usah bingung. Kalo sistem orang lain bisa ikutan tambah ilmu itu di forum, kalo messaging system deviant art agak beda dari forum (gue lebih suka sistem DA daripada forum, lebih teratur).
Pintu & jendelanya bikin pake editable poly juga (beda lho edit poly sama editable poly) dan jangan pake compound->boolean buat ngelubangin. Boolean itu suka banyak bikin masalah, kalo nggak terpaksa banget sebaiknya jangan dipake. So, gue saranin ngelubangin jendela pake editable poly juga. Caranya lu tinggal delete polygon yang mau dilubangin, terus pilih salah satu bagian yang bolong pake border, abis itu tahan shift lalu click & drag aja buat extrude edgenya, abis itu tinggal di target weld satu-satu vertex yang belom nyambung.
Kalo teknik cara-cara bikin modeling buat bangunan gue yakin bluemagician pasti lebih tau, she's an architect after all. Pokoknya lu post dulu aja gambarnya, ntar pasti gue komentarin.
👍: 0 ⏩: 1
kyogure In reply to Councilor [2007-07-21 17:42:17 +0000 UTC]
iya jujur aj a baru minat bwt bangunan rumah karena liat bwtanny itu,dy jg sama spt a ank arsitk (smstr 3 jg)mkny a hrs belajar terus agr bz setara dng dy kl bz lebih dr dia ?hehehe......
betul g master ?
thxxxxxx
👍: 0 ⏩: 1
Councilor In reply to kyogure [2007-07-22 01:14:14 +0000 UTC]
Buatan siapa? Bluemagician?
Yah... terus berkembang sih itu harus, tapi bro, jangan cuma belajar, jangan lupa berkarya juga. Kalo gue malah belajarnya dikit, berkarya yang banyak. Soalnya kadang-kadang dari berkarya kita dapetin suatu pelajaran yang bisa langsung ngerti.
👍: 0 ⏩: 0
Deetex-Seraphine [2007-07-13 11:48:46 +0000 UTC]
Splendid, just the kind of tutorial I was looking for, and it even matches my software, Thank you very much!
👍: 0 ⏩: 1
Councilor In reply to Deetex-Seraphine [2007-07-13 14:25:22 +0000 UTC]
Ah, don't worry about it. Thank you too for faving it
👍: 0 ⏩: 0
Councilor In reply to Madbird-Valiant [2007-07-09 12:09:18 +0000 UTC]
Yeaaa... Locust. The smallest one maybe
👍: 0 ⏩: 1
Madbird-Valiant In reply to Councilor [2007-07-09 12:11:34 +0000 UTC]
Gears. Gears is good. Gears is Great. GiG. Gigabyte.
Anyway, the fact is, Gears of War is good.
👍: 0 ⏩: 1
Councilor In reply to Madbird-Valiant [2007-07-09 14:38:25 +0000 UTC]
Ow yeah of course. I've heard another gears is coming on, a standalone expansion maybe?
👍: 0 ⏩: 1
Madbird-Valiant In reply to Councilor [2007-07-09 16:03:21 +0000 UTC]
Ooh, maybe. Downloadable from XBL, most likely. Like Shivering Isles for Oblivion.
👍: 0 ⏩: 1
Councilor In reply to Madbird-Valiant [2007-07-09 17:06:53 +0000 UTC]
If that's the case, looks like I'm doomed. I don't use XBL, or more accurately, can't use XBL. My connection is just a dial up 64kbps only. If you ask who to blame, blame my nation's telecommunication's facility, they set every price about internet very highly... what a money eating greedy humans...
👍: 0 ⏩: 1
Madbird-Valiant In reply to Councilor [2007-07-09 18:10:19 +0000 UTC]
Mwahahaha. XBL ROCKS. <_<
👍: 0 ⏩: 0
ikarus-tm [2007-07-08 09:48:09 +0000 UTC]
verry nice.
i see ut2004 fonts !! is this related with unreal engine ?
👍: 0 ⏩: 1
Councilor In reply to ikarus-tm [2007-07-08 12:58:06 +0000 UTC]
UT2004 fonts? Where?
I used Bankgothic font for main font. Probably they're just similar.
Well related with unreal engine... no, it's just I've taken some images from unreal technology websites which I already mention in the tutorial.
👍: 0 ⏩: 0
kheng [2007-07-07 14:22:36 +0000 UTC]
wow thanks man! i really appreciate the time you spent making this
Im going to have to try some normal mapping on my next model!
👍: 0 ⏩: 1
Councilor In reply to kheng [2007-07-07 15:17:23 +0000 UTC]
w00t. well that's the easy one I doubt a 3d artist with your caliber have any difficulties doing that, but the next, second part is where the fun and frustation begins
because we'll involve UVW unwrap. I'll cover that in the 2nd part, look forward to it tomorrow, or if I'm late, at least the day after tomorrow.
👍: 0 ⏩: 0