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GDC2011 3Ds Max tips and tricks


Modeling with matchmover
 Shoot footage
 Convert to bmp, runs faster in Matchmover
 Load into matchmover
Camera becomes camera in max
Create model from 3d points
Project footage on model
Bake to object and texture

Shoot footage
Try to get good coverage, move around
Do not pan and tilt, do not use tripod
Need to see all angles for modeling and texturing
Avoid blur and artifacts, don't move too fast
Convert to image sequence, pick best frames, too many frames take a long time and many have duplicate data
3rd max-rendering-ram player- to convert to bmp image sequence

Automatic tracking
Good tracking to make camera but points are useless
Manual tracking, use auto camera but set points to make model from
Create axis and scale, etc, then export to a 3rd max script

Run matchmover tracker
In preferences make sure you have z axis set to up
CPU is very important to make this run fast
Hide tracking points
In point tracks add new group
Add new track
Place point, scroll to another frame and select same point, when it turns green it means it was able to track it
Create more track points
Yellow means not perfect, move it around or go to another frame and try
Pick which one will be origin
Pick at least 3 points on different axis so it can model it as 3d
Make as many points as you want, more is better model
Make points where architecture changes, different direction, different texture,etc because these will be used to make your model later
Pick 2 points that you know distance and set that, use u it of measure matching system prefs
Select all modeling points, except auto, and export

Open model script in max, sometimes causes error due to groups
Tip - always Delete groups and groups name sections before opening
Select all points
Maxscript editor and script change size to scale up to a realistic size
Grab a few points on a side-alt q to isolate
Start drawing planes and shapes, faces to make the object
Choose snap to pivot to snap to selected points instead of grid

Trick add your tools to a pane/ custom ribbon, then set a hotkey to make it appear

After model made for texture use a camera map
Find a good view of specific texture in camera view
Render to texture, auto unwrap

After texturing
Select all and then link to make 1 model
Then render to texture on a new channel, unwrapped and baked to move all textures to 1 map
Move channel 2 to channel 1 and then remove channel 2
Now it's ready to export to a game engine

Best to use for cubic, planar shapes
For cylindrical shapes, place points at top and bottom, then create a cylinder since it would be impossible to create enough tracking points to make a good circle

Can use multiple cameras and point of views for camera, but for modeling can only use 1 and is easiest with static object, eg a building

Substances = new several new types of texture assets in 2012
Contains diffuse, normal, texture, shader, ... Maps in 1 file
Easier to use in slate manager rather than classic
Can use animated texture, ex sliding door opening, instead of moving model
Can use to easily change color, ex leaves on a tree as season changes

--Tom Ogburn

posted on Sunday, March 06, 2011 11:21 AM by TOgburn

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