I'm having a very bad situation with the deadline approaching and can't solve a situation.
I have tried to apply a material to doors and windows. Since all of them belong to the same object as the wall, I use Multi/Sub-Object material, applying it using Mesh Select and Material modifiers exactly as it is described in the 3ds Max manual online https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMa.... Yet something that I can't figure what it is, is wrong. If I apply glass sub-material to the window polygons and matte paint sub-material to the door polygons after, the door polygons render with paint, but the glass on the windows is gone. I have tried to apply two different Material modifiers with sub-material 1 and sub-material-2, no improvement. Once I go out of sub-levels, the whole object renders in the last (matte paint) sub-material that has only been applied to a few faces. It could be explained with that the Material modifier holding that sub-material is the highest in the modifier stack. Yet, I have done everything the way it is in the manual. Any advice? What can I do?
Solved! Go to Solution.
I'm having a very bad situation with the deadline approaching and can't solve a situation.
I have tried to apply a material to doors and windows. Since all of them belong to the same object as the wall, I use Multi/Sub-Object material, applying it using Mesh Select and Material modifiers exactly as it is described in the 3ds Max manual online https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMa.... Yet something that I can't figure what it is, is wrong. If I apply glass sub-material to the window polygons and matte paint sub-material to the door polygons after, the door polygons render with paint, but the glass on the windows is gone. I have tried to apply two different Material modifiers with sub-material 1 and sub-material-2, no improvement. Once I go out of sub-levels, the whole object renders in the last (matte paint) sub-material that has only been applied to a few faces. It could be explained with that the Material modifier holding that sub-material is the highest in the modifier stack. Yet, I have done everything the way it is in the manual. Any advice? What can I do?
Solved! Go to Solution.
Solved by bob.bernstein. Go to Solution.
I do this type of modelling frequently without using mesh select or material modifier. I just store the material id number for each polygon within the edit poly modifier, and simply apply the material. (Assumes there are uv assignments, if not, create them).
I do this type of modelling frequently without using mesh select or material modifier. I just store the material id number for each polygon within the edit poly modifier, and simply apply the material. (Assumes there are uv assignments, if not, create them).
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