12-23-2012, 10:25 PM
(This post was last modified: 12-24-2012, 12:37 AM by DarkSpyda04.)
@ SmashFan127: I completely forgot about this thread. Allow me to type up a tutorial. I'll start with displaying the model. Most likely your model is colored black or has missing polygons like so:
http://i897.photobucket.com/albums/ac172...e7c613.jpg
The arrow points to backface culling in the display tab. If the model has missing polygons, backface culling is most likely checked. Backface culling is useful when modelling a room as you can see through the walls from outside of the room. It can be quite a pain to model a room when the camera has to be inside it just to see what you're doing. In this case backface culling is hindering our model so select the model and uncheck it. You can find the display tab here:
http://i897.photobucket.com/albums/ac172...layTab.png
To see the textures on our model we want two things. One is to check vertex colors, the other is setting the viewport display to "standard display with maps". Let's start with vertex colors since we already have the display tab open.
http://i897.photobucket.com/albums/ac172...33c55e.jpg
http://i897.photobucket.com/albums/ac172...5acad5.jpg
The model is white. Again, we still need to set the display mode to "standard display with maps" but we need to be in the material editor for that. Press 'M' to open the material editor. It should look like this:
http://i897.photobucket.com/albums/ac172...221bd1.jpg
Otherwise you may be using the slate editor that was included with 3Ds Max 2011. To switch to the compact editor, select "modes" at the top left of the material editor and switch to the compact editor. Now onward to setting standard display. Select "material", go to "Show materials in viewport as" and select "Standard display with maps".
http://i897.photobucket.com/albums/ac172...c328ea.jpg
http://i897.photobucket.com/albums/ac172...d1e607.jpg
http://i897.photobucket.com/albums/ac172...c0579c.jpg
Now our model is visible. The change however will not take place when you render and the polygons are still backfacing. This is just a trick to help you see the model with textures. By the way the model I'm using is the bandersnatch from Resident Evil Code Veronica. Here's a clip of the first encounter:
https://www.youtube.com/watch?v=2E-tzphpoC8
http://i897.photobucket.com/albums/ac172...e7c613.jpg
The arrow points to backface culling in the display tab. If the model has missing polygons, backface culling is most likely checked. Backface culling is useful when modelling a room as you can see through the walls from outside of the room. It can be quite a pain to model a room when the camera has to be inside it just to see what you're doing. In this case backface culling is hindering our model so select the model and uncheck it. You can find the display tab here:
http://i897.photobucket.com/albums/ac172...layTab.png
To see the textures on our model we want two things. One is to check vertex colors, the other is setting the viewport display to "standard display with maps". Let's start with vertex colors since we already have the display tab open.
http://i897.photobucket.com/albums/ac172...33c55e.jpg
http://i897.photobucket.com/albums/ac172...5acad5.jpg
The model is white. Again, we still need to set the display mode to "standard display with maps" but we need to be in the material editor for that. Press 'M' to open the material editor. It should look like this:
http://i897.photobucket.com/albums/ac172...221bd1.jpg
Otherwise you may be using the slate editor that was included with 3Ds Max 2011. To switch to the compact editor, select "modes" at the top left of the material editor and switch to the compact editor. Now onward to setting standard display. Select "material", go to "Show materials in viewport as" and select "Standard display with maps".
http://i897.photobucket.com/albums/ac172...c328ea.jpg
http://i897.photobucket.com/albums/ac172...d1e607.jpg
http://i897.photobucket.com/albums/ac172...c0579c.jpg
Now our model is visible. The change however will not take place when you render and the polygons are still backfacing. This is just a trick to help you see the model with textures. By the way the model I'm using is the bandersnatch from Resident Evil Code Veronica. Here's a clip of the first encounter:
https://www.youtube.com/watch?v=2E-tzphpoC8