I figured it out. Can’t have editable poly on Faces, need to turn faces off
@vexydara Жыл бұрын
No UVs are showing up in my window. What am I missing? I applied a basic material and set material IDs
@lyloudgz577211 ай бұрын
please can you help me the material ids do not work in the uvw :(
@scottconover908 ай бұрын
Same, I'm unable to select the Material ID in UVW. Perhaps it's a 3ds max update glitch in this new version?
@arthurswith61111 ай бұрын
do we have to use this plugin all the time?I am using uww map and it works for me what is difference between them
@CptCrash_ZA2 жыл бұрын
Thanks for the tutorial man, learned something new with the UVW's
@lemonsoupp2 жыл бұрын
Great tutorial man!
@pjmclenon9 ай бұрын
cannot follow you--i was not able to do the selct id i nthe 1st section so then the second section is not watcable either thxx Lisa
@scottconover908 ай бұрын
I think what you're trying to say is that you weren't able to select the ID in the Unwrap UVW stage. I wasn't either. Not sure how to fix this.
@pjmclenon8 ай бұрын
ok thxz i will recheck it sometime to see what i was refreing to but ya prbly--Lisa
@arcitek662 жыл бұрын
Adam, I do have several of your courses and they are good. I happened upon this youtube video and good info again. I am going to ask though, if I were to take this into unreal, you would unwrap the uvs in two separate efforts, correct? You would unwrap for diffuse on channel 1 and then do so again on channel 2 for the lightmaps, correct? My other question is would you do the basic material setup in 3smax and export with datasmith and then refine in unreal or just give a standard material and then build a new material in unreal. The reason I ask is because I find that datasmith puts out some pretty involved materials in unreal with probably more nodes than necessary. I believe these add to the material draws in unreal which matters when trying to do real time stuff such as VR.
@garryhargreaves97723 жыл бұрын
Hi Adam, when is the mapping course released?
@Learn-archViz3 жыл бұрын
This is a lecture about UVW unwrapping, that is just part of an overall course. The overall course is about poly modeling in general, but covers how to do a custom UVW map for the models that we make in the course. This course is already released and is linked in the description.
@123q90uys2 жыл бұрын
Thanks for the tutorial man
@kotonedeguchi623 Жыл бұрын
incredible, thank you!
@AhmedNour-n5e Жыл бұрын
Awesome!
@luhisslukus3 жыл бұрын
Really helpful.. Thanks for this.
@MackintoshHarold-h9n3 ай бұрын
Herminio Tunnel
@Yasmin.architect Жыл бұрын
🙏🏻🌱 merci
@ilmizlabtv42063 жыл бұрын
Thank you very good
@TraceyYoung-f7i3 ай бұрын
Yost Lodge
@GaryLee-j2v2 ай бұрын
Martinez Mark Jones Daniel Martin Shirley
@jiggalojonski4 ай бұрын
your a good fucking teacher MAKE MORE VIDEOS
@jiggalojonski4 ай бұрын
i jsut notices the material editor is like long ago version the material editor is way more advanced now a days fun fact i prefer the older style material editor
@Learn-archViz4 ай бұрын
I use both, by I love the old version for managing my materials. I still use it heavily. The slate editor (new style) is better IMO for designing materials from scratch.
@Learn-archViz4 ай бұрын
Thanks! All I need is way more time 😂
@jiggalojonski4 ай бұрын
@Learn-archViz yeah the newer milanote style material editor is better. It's just that I haven't studied any tutorials on the new editor just yet maybe do a wicked concise tutorial on the material editor I'm an intermediate level 3DS so don't really need any modeling or animation tutorials but the newer material editor is where I'm falling flat on ALSO I'd love if you did an exporting tutorial on OBJ so I could export my models with materials into SWEET HOME 3D
@ChristyEmily-c5l3 ай бұрын
Goyette Inlet
@mahirestate3 жыл бұрын
Please make arch viz tutorials for blender.
@Learn-archViz3 жыл бұрын
I'm looking for a Blender expert to help me do that. You know any?
@arcitek662 жыл бұрын
@@Learn-archViz Please don't tell me you are drinking the Koolaid and jumping ship to Blender?! Haha. Just kidding, I am feeling the pressure as well. There are some good tools in there (better than 3dsmax) and it is a solid program. My only thing is it does not handle larger and complex scenes as well, especially when dealing with landscapes and higher poly forms in large environments. Also, 3dsmax works directly with my cad and revit models which Blender does not do as well.
@vbrigham Жыл бұрын
The biggest problem you have is quality of your video. It doesn't matter how good your presentation is, if I can't see the words in your video, I'm lost! That 2 me is 90% of learning. You might aw well make your video just audio.
@Learn-archViz Жыл бұрын
Not sure I understand what you mean. You can't read the words in my video?
@marshall3n Жыл бұрын
I had no problem seeing any of the words
@sqwert6542 жыл бұрын
terrible topology
@Learn-archViz2 жыл бұрын
Like I mention in some of my other videos, making perfect topology in arch viz is usually not my main focus. Unlike with gaming models, I find that I can cheat a lot of things, and perfect topology is not essential to the finished result. But yes, for a different application this could be built a lot more carefully.
@arcitek662 жыл бұрын
Not sure I totally agree on this comment. On quick glance, the subdivisions are all quads so that is correct. If you wanted a lower poly count for a game or something you could remove a good many loops but like Adam said, if one is doing still renderings in vray or something, doesn't really matter. If one throws a sub-d or turbosmooth on this, you could get more refinement of the mesh but you would have more poly's. I am not quite sure what the context of this comment is which is why I would ask why bother making the comment.
@sqwert6542 жыл бұрын
@@arcitek66 on a static non deforming mesh you don't need all quads. Even a Fusion360 mesh with many long triangles will look good as long as the norms are correct. But this mesh just not optimized well in terms of topology overall.
@arcitek662 жыл бұрын
@@sqwert654 I am sure you are more of an expert on this than me so I am not arguing with you. Also, you clarified your original comment by adding for optimization which I agree with. However, I am currently modelling a high poly version of a detailed axe and I can tell you that these freaking triangles give undesirable result in my mesh when I throw a sub-D or turbosmooth on the mesh. There is distortion (pinching) that occurs which is maddening. This distortion would render in my static scenes so I always need to correct them. What is even more frustrating is that when going into or exporting from Unreal, things are always triangulated to go figure. Again, this is not my area of expertise since my job is more than of an architect.