Tuesday, 20 September 2011

BEGINNING THE DESIGN ELEMENTS IN 3DSMAX and SECONDLIFE

On monday we started learning to use 3DSMax a 3D modelling program in which we would create an object inspired by an element from our previous design for the office building and transferring it into second life. 


Judy talked about 3D modelling and how in CAD, black is used for all the ambient light so all the default textures in second life etc aren't overly realistic so by creating textures in other programs and importing them into SL we can create a more interesting surface etc. 


We used displacement maps and created an object which we could manipulate using a series of points plotted on the object's surface to manipulate it in a variety of ways. 


(Process notes: make object in object toolbar - right click and convert to editable poly once selected - under modify toolbar change to the 3 dots icon which will allow for manipulation using a grid on the object's surface - then tick the use soft selection box to allow for a more fluid surface - the 'relax' tool will do similar - then the top menu go to prim composer - sculpt generartor max - gererate sculpt map - then save as bitmap which can be uploaded to SL then applied as a texture to a sculptie prim where the colour of the bitmap will define the shape of the prim and should produce the same 3D shape as you had in 3DSMax.)


this is the colour map that defines the shape of my sculptie prim on SL, first attempt anyway!

screnshots from second design on 3dsmax showing me selecting an area of the object (the rainbow colours apprear to show the area selected and it's different angles)

4 views of object in 3DSmax, really useful for seeing the object from different angles and each section updates as you change elements from one view so you get a good idea of how it's developing overall. 


3dsmax showing side toolbar






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