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    ###### tags: `3d軟體` # 3dmax [toc] # 減少面數 https://www.melvinque.com/3dmax/3dmax%E6%B8%9B%E5%B0%91%E9%9D%A2%E6%95%B8%E8%AE%93%E6%B8%B2%E6%9F%93%E7%9A%84%E9%80%9F%E5%BA%A6%E6%9B%B4%E5%8A%A0%E5%BF%AB%E4%B8%80%E9%BB%9E/ ## 查看面數的方法: 1. 把設定的面數數值打開來,再加號上面點擊左鍵,選擇Configure Viwepoets ![](https://i.imgur.com/IuTD2Rl.png) 2. 選擇Statistics的欄位,之後選擇Total+Selection,按下APPLY ![](https://i.imgur.com/DTVwNJ1.png) 3. 按下數字鍵的7,就會跑出你現在場景與物體有多少面數 - poly:面數 - vert:頂點 - fps:,数值越高代表操作画面越流畅。 ## 減少面數方法: 法一:optimize最佳化 法二:MultiRes重建解析度 ![](https://i.imgur.com/f4ZBWUP.png) 他會將面轉為3角形(面數一開始會增加),點選下方的Generate讓他計算面數,調整vert percent ![](https://i.imgur.com/OBmZuzR.gif) 不論哪個方法,最後都要變成edit poly 減少面數前的沙發:25600 ![](https://i.imgur.com/d6Zrisp.png) 使用multires 減少面數後:1532 ![](https://i.imgur.com/00491Qr.png) 兩者對比 ![](https://i.imgur.com/FuYbUDu.png) 整個沙發對比(在已經壓完兩個坐墊的前提下 ![](https://i.imgur.com/5pOQ0Fd.png) ![](https://i.imgur.com/ItqN3FO.png) # (reset) 輸出前必做事項 ## 1.將物品reset xform,並點選reset selected ![](https://i.imgur.com/YxVdsv0.png) ## 2.調整物體的x,y,z軸位置 - 全選物體 - 將全選的物體Group ![](https://i.imgur.com/krg8msP.png) - 對著select and move按右鍵 ![](https://i.imgur.com/WU4j3Gm.png) - 將Absolute:World的x,y,z軸調成0 - 在把群組解除 ![](https://i.imgur.com/ydVwW16.png) ## 3.設置中心軸,先全選物體,將右邊的affect pivot only打開,點選上方的角度,再將select and rotate角度打開,(上視角)將z軸翻轉向前90度,再將affect pivot only關掉 因為3ds_max跟Unity的x,y,z軸方向不同,因此需要做此項。 - 如何確定是上視角 ![](https://i.imgur.com/aRKQBtS.png) ![](https://i.imgur.com/hidHSU0.png) ![](https://i.imgur.com/DBYspXu.png) ![](https://i.imgur.com/Uz8q5Gb.png) ## 4.全選物體,按右鍵轉成edit poly,這可以減少面數 # (解決方法)材質匯出問題 1. 先將輸出物品的座標歸零(避免輸出後找不到) 2. 知道物件的比例大小(100: 100:100最好) 對著這個按右鍵 ![](https://i.imgur.com/C4p2lpU.png) 3. 若非100: 100:100,則先另存新檔(將原始的移動過程保留),在物體修改器最上面再按右鍵collapse all將編輯過程全部壓平 要打勾,避免模型變形 ![](https://i.imgur.com/UgrYdVY.png) ![](https://i.imgur.com/Ok42GwP.png) 4. 點選最旁邊的utilities,reset xform,reset selected 此時再點選select and uniform scale則會看到物件大小都改為100:100:100了 ![](https://i.imgur.com/9GjcuIi.png) 5. 由於unity為Z向前,故要將3dmax物件的z軸移向前 將右邊的affect pivot only打開,點選上方的角度,再將select and rotate角度打開,(上視角)將z軸翻轉向前90度,再將affect pivot only關掉 ![](https://i.imgur.com/hidHSU0.png) ![](https://i.imgur.com/DBYspXu.png) ![](https://i.imgur.com/Uz8q5Gb.png) 6. export輸出(fbx檔),記得材質(Embed media)要打勾 依序:動畫、攝影機、燈光、音樂、材質、進階設定 ![](https://i.imgur.com/N9Xll5C.png) ## 輸出fbx檔跑出這串文字,使用reset x form: One or more objects in the scene has local axes that are not perpendicular to each other (non-orthogonal). The FBX plug-in only supports orthogonal (or perpendicular) axes and will not correctly import or export any transformations that involve non-perpendicular local axes. --- # .fbx匯入unity材質消失解決方法 ### 1. 將.fbx檔直接拉入project的Assets裡 ![](https://i.imgur.com/325kqsP.png) ### 2. 左鍵點擊匯入的東西 ![](https://i.imgur.com/doELRaz.png) ### 3. 看向右方的Inspector,點開Materials 將location改成Use External Material(Legacy)。 ![](https://i.imgur.com/wjoTKmV.png) ### 4. 左鍵 double-click 匯入的東西,(類似第二步驟) 會看到.fbx檔案被打開 ![](https://i.imgur.com/5gnds7M.png) ### 5. 看回project是否有unity自動新增的.fbx檔案 ![](https://i.imgur.com/l8saqtg.png) ### 6. 將物件拉入Hierarchy裡面 --- # 直角變滑順(圓角) 對物體按右鍵後點選convert to editable poly,先點選想修改的4角,再到修改面板點選chamfer,修改chamfer option中的amount值即可 ![](https://i.imgur.com/OtKVaRq.png) 2d情況: (法一)先點選vertex,在點擊fillet即可拖曳該點變滑順 ![](https://i.imgur.com/OPTRpTy.png) ![](https://i.imgur.com/AYWMCSp.png) (法二)畫出線條後按快捷鍵1(在convert to spline時)叫出各邊的點,點擊一個點並按下右鍵選擇Bezier即變滑順 ![](https://i.imgur.com/ZhNz05U.png) ![](https://i.imgur.com/rr6ztrz.png) --- # 2D Bevel profile功能 **只能用在2D,且兩個物體需要是垂直關係,並都是convert to editable spline狀態 ![](https://i.imgur.com/sec0qkw.png) ![](https://i.imgur.com/RHig6mk.png) ![](https://i.imgur.com/7sT61N9.png) ![](https://i.imgur.com/eYlECor.png) 首先創建兩樣2d且垂直的物體,點選想要改變的物體案修改面板中的Bevel profile,此時會呈現第一張圖,點選classic後按pick profile 接著直接點選另一樣垂直的物體,就會變成點選的樣子了 # convert to convert to editable poly:用在多邊形建模 convert to spline:轉成線 # TURBOSMOOTH ## 把整個物體變成圓滑(EX 床 BOX-->將lenth/width/height seg填入數字-->Turbosmooth ## 只想把物體一部分變圓滑 對物體按edit poly-->點選edge-->chamfer 越靠近1為倒角(chamfer)越大越圓滑(filter) ## 製作棉被的起伏 ![](https://i.imgur.com/jhnLaPT.png) 按下freefrom -->paintdeform-->push/pull設定起伏狀態,將滑鼠點擊物件 按下pinch spreed將隆起物件縮小 按下noise 調整起伏 約16:38開始 ## 樓梯把手 ![](https://i.imgur.com/M9g4k1z.png) 製作完樓梯後 將reil path打勾,樓梯左右兩邊會出現左右欄杆的虛線圖(黃色部分) 點選railing製作樓梯 對製作好的樓梯按下pick railing path 並點擊樓梯的右欄杆虛擬圖,接著設置segment (越高會越貼近樓梯扶手的形狀) ![](https://i.imgur.com/sk839vW.png) 右欄杆做好後複製右欄杆,將複製的新欄杆放置左邊虛擬圖 得出以下成果 ![](https://i.imgur.com/EggCnz7.png) # chamfer 將物體邊緣變圓滑 edge-->chamfer 0.603 範圍 3 幾條線 0.445 弧度 ![](https://i.imgur.com/NQSXFT7.png) 善用edit中的swift loop-->幫助切模型面 ![](https://i.imgur.com/QBS5ZbH.png) 利用chamfer+bevel+extrude+insert ![](https://i.imgur.com/2UXu5o8.png) #增刪點 ![](https://i.imgur.com/Vfm1MCZ.png) 對齊物體 ![](https://i.imgur.com/EaYcSPh.png) ![](https://i.imgur.com/LCwNG1s.png) 填補中間的洞-->如窗戶 7:00 https://www.youtube.com/watch?v=wHKAh4AWgls 挖洞候補面19:17 ![](https://i.imgur.com/RRIT57T.png) ![](https://i.imgur.com/VNNYEaP.png) ![](https://i.imgur.com/N00YSYr.png) # MULTI/Sub-object material ctrl+i反轉選取範圍 透過編號指定將材質貼到指定位置 編輯面版:material id指定想要的面 uvw map:bit map fit可指定標準尺寸;方向 # 補面 1. edge模式,按住shift 將想補的線條拉出一些, 2. vertex模式,點選target weld選擇要連接的點(1),拖曳往欲連接的點(2)連接 ![](https://i.imgur.com/af22Hk2.gif)

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