tommiegunz Posted September 5, 2005 Share Posted September 5, 2005 At first, I don't know if this is the right place to ask, if not please PM and move it. My problem: Well I want to model car in 3ds max 6 but on every modeling site they set up the blueprints that good that you can move on to the modeling itself. To clear this up check the next screen: And the tutorial itself: Tut (Not that I'm going to make a very high poly car). Anyway, i can't get the blueprints in the position it is in just like the perspective view from the pic above. I do know that i have to make 4 plane objects and assign the blueprint itself on it, thats no problem, but positioning that is the achiliesheel (or however the call it ). I do want to model and contribute to the GTAF scene but with this problem i can't do sh*t. Hope i am clear enough, if not please reply on it Greets TommieguNz Link to comment Share on other sites More sharing options...
tommiegunz Posted September 5, 2005 Author Share Posted September 5, 2005 Please, does anyone knows the answer? If you want a quality modder you'll have to give a answer, please... Link to comment Share on other sites More sharing options...
JohnnyGFX Posted September 6, 2005 Share Posted September 6, 2005 I tried a techique that was a little unorthadox, but has been working nicely. I took my blueprints and placed splines over the lines that make up the blueprint for each direction. I made a top, side, back, and front set of splines so I could use those as my blueprint. I then moved them where I needed them and scaled them (since some of them were a little out of scale). I know this technique might not work for you or there could be a better way, but it's how I got working on my new mod. Link to comment Share on other sites More sharing options...
Augh Posted September 6, 2005 Share Posted September 6, 2005 I have absolutely no idea what you're actually asking. You don't know how to create planes? You don't know how to assign bmp to those planes as a material? You don't know how to move the planes? Where to put them? I can't tell. Frankly though, if it's any of the above, put the car to the side for the meantime, grab a literal "learn to use max basics" tut in one hand and max user reference in the other, or god forbid the actual manual (...), and all of these questions in potentia are already answered. Are you seriously asking how to use the move tool? Link to comment Share on other sites More sharing options...
tommiegunz Posted September 6, 2005 Author Share Posted September 6, 2005 No. All I wanna know is how to put the plane's (with the blueprints on it) up. By that I mean, that I don't know how to put an plane, which is laying flat, up. Well let me enlight you with an pic.: PIC Well number 1 is the position a default plane would be, only this one is with a blueprint on it. What I need is to put a similar plane in the position 2 and 3 are, that mean, standing up, and in case 3 turned. Or is there a way to put a plane in this position BEFORE you'll add a blueprint (as a texure) on it? What I do know is: -How to make a plane (lying, not standing) -How to put an texture on it Hope this will help. EDIT: Since the picture won't be displayed I made a link to it. Link to comment Share on other sites More sharing options...
Augh Posted September 6, 2005 Share Posted September 6, 2005 Ok, cool. That is far easier to follow. Firstly I should refer you to my previous answer and just read instances of "move tool" as "rotate tool". This is still beyond basics, and needs learning thoroughly to be able to model even a cube let alone a car. Just take it a bite at a time is all I can advise there. 1. Option A; Make a plane, use the rotate tool (it's right next to move, up top) to orient it as you want, note the different coloured rings for each axis, use the angle snap toggle in the top bar to get more control. Option B; Simply create the plane from the relevant direction viewport. 2. Option A; Open the material editor, hit the box next to diffuse colour, choose bitmap, select picture file. Then select plane and hit apply to selected in mat editor menu. Option B; Simply drag the picture from a windows dir onto the sphere in the material editor, max will handle the rest for you. Then assign to selection as above. Those should have you covered for these specifics, but it's definitely time to go back a few steps, and learn the base tools and navigators in Max. Cheers Link to comment Share on other sites More sharing options...
dertyjerzian Posted September 6, 2005 Share Posted September 6, 2005 dude, take aughs advice. And just know that the tool you'll use to move that plane to a new angle will be used for millions of other things and should've been learned before any other step was taken. I also think that you do not know the max interface well enough yet to use that custom UI. Revert to the defaut "skin" for max, and go to www.3dbuzz.com. Watch those movies! At least all of issue one and two! You will then be ready to make a box and flip it, and set up some planes Good luck and I hope to see some progress from you soon! @augh, dude I hit reply I was like WTF?!?! Seriously?!?!? then I saw yu down there already so I had to wait a bit and refresh, sure enough you were posting you bastid Link to comment Share on other sites More sharing options...
tommiegunz Posted September 6, 2005 Author Share Posted September 6, 2005 (edited) Ok, cool. That is far easier to follow. Firstly I should refer you to my previous answer and just read instances of "move tool" as "rotate tool". This is still beyond basics, and needs learning thoroughly to be able to model even a cube let alone a car. Just take it a bite at a time is all I can advise there. 1. Option A; Make a plane, use the rotate tool (it's right next to move, up top) to orient it as you want, note the different coloured rings for each axis, use the angle snap toggle in the top bar to get more control. Option B; Simply create the plane from the relevant direction viewport. 2. Option A; Open the material editor, hit the box next to diffuse colour, choose bitmap, select picture file. Then select plane and hit apply to selected in mat editor menu. Option B; Simply drag the picture from a windows dir onto the sphere in the material editor, max will handle the rest for you. Then assign to selection as above. Those should have you covered for these specifics, but it's definitely time to go back a few steps, and learn the base tools and navigators in Max. Cheers Super, it worked. I'm so stupid, when I was reading a book about 3d modeling, it covered that area, but since the book had over 400 pages and I didn't did the extersices, it was very hard to remember. Anyway thanks Augh, it realy helped. Well the rest is up to me then. It will take some time though, not only I want to deliver a good car, I'm also very busy with school . And I might not release one car, but several at one time, I first create (a few) (the) un-textured car model and then I going to texure it. I'm planning to do 2 or 3 cars to begin with. dude, take aughs advice. And just know that the tool you'll use to move that plane to a new angle will be used for millions of other things and should've been learned before any other step was taken. I just did . EDIT: Don't lock this topic please, I can use it as a referance thingy. Edited September 6, 2005 by tommiegunz Link to comment Share on other sites More sharing options...
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