Problem with surface coloration – please help.

Problem with surface coloration – please help.

jellowone
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Message 1 of 11

Problem with surface coloration – please help.

jellowone
Enthusiast
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New to 3DS and using 3DS 2012 version 15.0. I’ve run across two problems.


One is I build a small uncomplicated model using an image on a image plane in the background to get proper proportions. For some unknown reason, the image from the image plane ended up on the model and I cannot figure out how to get rid of it.


Second problem relate to a part I made using the “line” tool. I made the spline using this tool, and extruded the shape a number of times to get the correct shape. I forgot to cap the object but did it later after “ProBoolean” the object a number of times. After I capped it , I find that the color of the object is coming up strange in render – very dark and smeared like and completely different than other objects colored with the same color. Can this be corrected? What did I do wrong?

 

Any help would be much appreciated.

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3,013 Views
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Replies (10)
Message 2 of 11

jellowone
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No response yet..  Would really appreciate some help.

 

Here is a rendering that color of the object (pointed out by the red arrow) is coming up strange in render – very dark and smeared like and completely different than other objects colored with the same color. 

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Message 3 of 11

Anonymous
Not applicable

It looks like this part have a completly different material applied to it, try to reapply the material you used for the rest of your model.

One other thing that come to my mind is maybe this part has been excluded from the main lights.

How is your UV mapping on this part? If you're not sure, apply a simple UVWMap with a box mapping (should do the trick but not the perfect way to map UV).

If nothing works, attach your scene to your post and it will be easier to tell exactly what is the problem.

Message 4 of 11

jellowone
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Enthusiast

Thanks for your response and sorry for the slow reply. I’ve tried a few of the suggested things but have not been able to get it to work – probably just my inexperience.....


Regardless, I have attached the problem scene here for the experts to view. You can see the strange coloration on the object.

 

Appreciate some feedback as to how to fix this.

 

Thanks again!

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Message 5 of 11

Anonymous
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That's great, but you have attached a single part with the default material in a new file in a .3ds format, so we cannot see any problem, will be hard to tell you what could be the problem.

 

On the part you have attached, your normals are reversed, you have some overlapping and isolated vertex, this could be a part of your problem.

 

Once this is repair, you should add a smooth modifier to correct the smoothing group of this object.

Personnally i prefer to use the Edit Poly instead of Edit Mesh, you have more controls and more options.

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Message 6 of 11

Steve_Curley
Mentor
Mentor
Better to Zip the .max Scene file and attach that. By saving as a .3ds you're removing all the pertinent scene information.

Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).

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Message 7 of 11

jellowone
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Accepted solution

Sorry about the 3DS format, I actually originally tried to upload the max file but the server basically said that is not an allowed format – I see now (thanks Steve) that I could have zip it but that was not obvious at the time. I attached the single part because what I am working on is for a publisher and not for public consumption, besides, that is the only part that had that problem.


Appreciate you pointing out that the normals are reversed and other problems. I think I am just going to remake the part. I am now pretty far along with the model and this appears to be the only part with this problem – I guess it was a newbie hiccup.
Will also look into edit poly vs. edit mesh.


Thanks guys! Will report back if I have more problems.

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Message 8 of 11

ekahennequet
Advisor
Advisor

Hi. I don't know if it's the case in your scene file, but the .3ds object came in flipped when I imported it. I had to flip the polys to see what was going on. I looked at your UVs, and there are some problems. You have the bulk of your UVs bunched up into a single UV point. These need to be re-mapped/unwrapped. The parts that are unwrapped have broken seams and have overlaps. (See attached)

 

Also, for exchange formats for models, use .OBJ or .FBX. I personally think that .3ds exchange format should be obsolete. It's very limited, and I have have seen improper export/import of models - 60k poly limit, vertex splits on smoothing groups, etc.

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Message 9 of 11

jellowone
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Accepted solution

Since there appears to be so many problems, I remade the object (shroud) but even though I was pretty careful doing it, the problem was the same with this new object.

 

Here is what I did

  1. I made the cross-section shape first using the "Line" tool in "splines".
  2. I "converted to poly".
  3. Used the "Extrude" tool in "Edit polygon".
  4. I next use the "border" tool to outline the open end and "Cap" it.
  5. Then all I did was to do a number of extra "Extrudes" to get the shape.

Did not do anything else like changing UV etc.

 

The max file now has been zipped and it is attached.  A rendering showing the dark mess where the shroud is also attached.

 

A bit at wits end since I am so new at this so any help you guys can give would be much appreciated.

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Message 10 of 11

Anonymous
Not applicable

Hi, your problem is pretty simple, the normals of the object are reversed.

Select your problematic object and apply a normal modifier and make sure flip normals is select.

 

And until everything is set correctly, there is no use to render at high resolution, you should stick to 640x480 until the final render.

And same thing for final gathering, keep it at draft, you will save lot of time with low settings. Of course, when everything seems perfect, you can try higher settings.

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Message 11 of 11

jellowone
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Sweet!  Indeed it is completely fixed!  Thanks a bunch!

 

Yea, I have the rendering set pretty high...  One reason is I just love to look at the beautiful renderings and the high res lets me pick up problems.  I do have a pretty fast rig - dual Xenon CPU so none of this is too slow.

 

Thanks again!

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