When it's not taking half an hour to launch, crashing for no reason, corrupting my files, or mysteriously running in the background and using 2 gigs of ram long after I closed it, it's just wonderful Pro tip: If you hit undo too fast and too many times, 3ds Max will crash and corrupt your file. Every time. That's why I always end up with about 1,000 incremental backup saves for any given project. I got a special hotkey set up for saving them - CTRL + SHIFT + ALT + S.
Oh that kind of annoying. I've had it crash only seconds after opening a .max file. I once even had it crash saving the first .max file and had to start over (only 5 minutes of modeling, still annoying). I forgot about this weird behavior since it hasn't been happening recently.
Nice Drowsy. Can the column be made a smaller diameter, as in telephone pole smaller and still have the collision snagging issue under control?
Welp, thought I'd this here too, outside is basically ready to go ingame, I just dont have the knowledge to get it ingame, someone here maybe wants to put it ingame?
Good god is right. I learnt the basics of Maya in no time, but holy hell is it slow everything is one painfully awkward mouse axis control or sub menu away...
^^^^ I could not agree any more. By the way, which 3ds Max version do you use, Gabe? In the meanwhile I got bored and made Hotplate's, ignore the glass clipping through the taillights. Now all I need to do is make suspension, interior, unibody and UVW's... damn.
I googled some pictures and it seems that wheelie pictures are the way to go. Also, found one proper! Without deck, but deck pictures can be found separately. Edit: MOAR pics, hope this helps
I find it a lot less annoying than Blender. Way easier to use, nicer UI layout, and no crashes for me. A few times undo would completely stop working for no reason and I had to restart it, but it mostly works fine. I do find 3d modelling itself annoying though, annoying enough that I stopped working on my car. I might finish it sometime. Or maybe start something else. I'm really more interested in the n/b part :|
Woah. Well its not just me then. For engineering stuff I've been getting good at Solidworks. I think its incredible. Though the purpose is different, but its so smart and reliable that it makes software in the 3d art world seem from the dark ages. For example, when modelling a space frame, you can make a 3d line drawing then populate it with a profile in a 2d sketch. max does this too sort of, but it doesn't automatically cope all the intersections and give you a option for a fillet weld Alas, if only SW exported cleaner meshes. The shapes it generates are mathematical solids, when one attempts to export a mesh it does a conversion to polygons that isn't so hot.
Aren't GPUs only capable of rendering triangles? So even if the mesh in the software is a mathematical solid, your graphics card is still rendering it as a polygonal mesh on your screen? Seems really weird that it still fucks it up when you export. Then again, converting anything to polys in any program is always a pain in the arse. I wonder if it's the same as NURBS are done in Maya... Because basically in theory, NURBS are mathematical surfaces, but they get rendered as triangles on the screen anyway because of the GPU thing... Plus, when you convert them to polys, it just asks you "how many edgeloops do you want lengthwise and how many widthwise on your surface"... Or is it like... It just doesn't allow you to add edges manually like it does in Sketchup(which is the only way in Sketchup to not get a screwed up mesh)? Ie just no support to polys before export, only during export? Also, Maya does allow you to do a 3d line and then extrude a circle around it to make it a tube... Still, also doesn't allow the nice intersection stuff either afaik.
Yes, graphically the object is shown as triangles, which are auto generated based on how high the quality settings are. And I believe that's what you get when you export as a mesh, with no direct control. But the aim of the program is not purely visual, its for generating info for CNC machines, or producing part drawings at any scale. So yes, a cylinder looks like a polygon object with so many sides in the viewport, but when you make a 2d drawing of it, or open the file in MasterCAM you get a vector line drawing of a perfect cylinder, or a mathematical solid. It also has powerful nurbs surfacing tools. The basic boxes and cylinders that most mechanical components are made from is much simpler math (lines and circles are easy to make a formula for!) The other nice thing Solidworks does is true heirarchy (not just history), and proper dimensional relationships between elements. So I can draw an entire space frame defined by planes, dimensions, and relationships (like this line is always perpendicular to another, or this dimension always = that etc) then change any of these driving parameters and the whole thing updates on the fly. In a typical 3d modelling program information is continually thrown away with each new transformation, making changes more and more difficult as work progresses. This is a good quick video that will show you how making a space frame works in SW:
Slightly offtopic, but I couldn't ignore FSAE... Been a member of a group? I'm used to Catia, looks a bit like SW.
Mostly SAE Baja, this was my baby last year, competed in Kansas with it! Did all the suspension and steering design, and most of the frame
I stick with 3ds Max 2010. Can't stand the widgets and junk in the newer versions. Bloated enough as-is. And the newer versions can save out 2010 compatible .max files, so no need to "upgrade."
Very nice, though the taillights do not go on for that long on the outer edge, nor do they gradually curve around, it's more of a sudden turn, like so: Also note the gap between the lights and the body, it's actually rather complex and tricky to get right. You should model into the lights on yours, seeing as the body is fine, just the lights are a tad large. Looking at the right light, the top and left side are fine, the bottom should come up a little and the right should come left a fair bit. The circles could be a tiny bit larger too, they basically fill the entire vertical space.