View Full Version : 3DS Max - Blueprint Setup - Texture Resolution
neilh8888
12-14-2006, 5:25 PM
I can't find where in max I up the texture preview resolution so I can see the detail in my blueprints. Help?
Skyraider3D
12-14-2006, 5:33 PM
Customize > Preferences > Viewports > Configure Driver
neilh8888
12-14-2006, 5:35 PM
Customize > Preferences > Viewports > Configure Driver
Thanks Skyraider, I had just found it and was coming back to tell everyone. Thanks for the lightning quick response.
For future reference, I found it here (http://www.the-blueprints.com/index.php?tutorials/3dmax/). Not exactly intuitive.
Skyraider3D
12-14-2006, 6:31 PM
Not exactly intuitive.That's MAX for ya! ;) Given a few years experience you'll be able to solve the most insane bugs.
Here's one: after running a MAXScript, often your shortcuts stop working. Simply hit the render button, cancel and close the render window. Fixed.
Found that out myself by pure fluke. Such a logical solution too!
Here's another: in MAX7 sometimes when you open a second model, and immediately go into the material editor, MAX crashes. To prevent this, move one of the viewports and go into the editor. Also very intuitive, no? :lol:
MAX. Love it or hate it. Or love hating it and hate loving it as I do! :eek:
Thanks for that second tip.
I've had similar crashes with MAX5. It usualy crashed when going to material editor immediately after opening first model. Sometimes I'd start max a few times in a row and it crashed every single time, just when you realy need that material editor. That can be pretty frustrating.
Next time I'll try your solution, instead of shuting everything down and coming back after some cooling period.
Archetype
12-14-2006, 7:02 PM
in max 8/9 if you find your max chrashes when submerging into a stack to go too edit poly mode..
make an autoback "yes.. i swear this will save you hassle.."
open the autoback.
copy your stack collapse your model to edit poly or mesh and paste your stack instanced again "keeps other instance linking"
Solves problems..
other dumb things..
#1. when using particle flow and layers check the layer content in the layer manager.. you will see that max creates hidden Objects not visible in "H" shortcut menu
throw these in a "do not throw me away" layer
saves you another fair amount of pain, because your particle flow it wont update properly anymore if you hide your layer
make sure you always stick those in 1 layer too solve this.
#2. when using hide/unhide in edit poly and you have hidden a part of your model. sometimes it keeps vertices Hidden go too vertice mode and unhide all too correct this
another thing about that blueprint setup
hes using generic units.
it helps too set it too metric and start modeling at a 1:1 scale.. when using a non scanline renderer this could save you a lot of time.
also its easier too model stuff witch you can compare to a real world reference
Skyraider3D
12-14-2006, 7:42 PM
I use cm or inches (depending on what I model) for modelling and meters for animations. But generic units. The "m" or "cm" display bugs me endlessly and is only a display feature.
Maxresources
05-07-2008, 3:07 PM
We have posted a tutorial a tutorial on blue print setup for 3ds Max application.
Blue print set up - Tutorial for beginners (http://www.3dsmaxresources.com/tutorials/blue-print-setup-3ds-max.html)
Cheers!
bzhyoyo
05-07-2008, 6:01 PM
Beware : I have a virus warning from Avast when I click on the link.
The "m" or "cm" display bugs me endlessly and is only a display feature.
Sorry for reacting so "quickly". I find that feature useful.
For instance if you are working in "cm" and type "1m" in the measurement slot it will automaticly go to 100cm. And if you don't type in any unit it assumes you are using "cm". It is not something you can't live without but it's neat. Same goes for "mm" and "km".
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