Modeling in 3DS Max can be complicated – here are some general standards for things that you should keep track of while you are building your models to ensure the best possible results.
- system Standards
- System Unit Setup：
To prevent scale issues, we recommend System Unit Setup to be ‘1.0’ millimeters or ‘1.0’ inch. Other units are also supported but you need to make sure the system unit matches the display unit.
- Gamma/LUT Setup：
Enable Gamma / LUT correction, make sure the Gamma value is 2.2.
When modeling, please make sure the edges should be set to soft.
- No Broken Faces or mismatched components：
Broken faces will lead to a false effect in rendering, Kool viewer, and photo studio, so it is necessary to do the complete bed frame modeling in the example.
Noted the details of the model should look realistic. If the details look bad the model unacceptable in Coohom.
- Normal Issues
The normal should not be reversed when modeling, otherwise, the Kool viewer and photo studio display will have problems, causing the display to be completely black or other texture errors.
- Number of Polys
It is recommended that the number of triangular faces (polys) of a single model should not exceed 2,000,000. Exceeding the number of polys will cause upload problems or render problems in the Kool viewer.
2）Use the ProOptimizer or Polygon Cruncher plugin to reduce the number of unnecessary polys (e.g., invisible faces, small pieces).
3）Use bump mappings, normal mappings, and subdivisions as much as possible.
- Boolean Operation
As for the model in the example picture, it is best to do some Boolean operations to remove some overlapping faces, which can improve the efficiency of UV expansion (improve the resolution of texture maps).
- Vertex & Spline
Vertex：When modifying the model in vertex mode, all obsolete vertexes should be deleted to keep the element simple.
Spline: Splines can be used to assist modeling, but it is unacceptable to build models directly with splines.
3.UV and Texture Standard
This section contains some tips and general workflow practices that we request all our modelers to follow.
- UV Types
Coohom suggests modelers use UVW Map or Unwrap UVW. Models should be set with appropriate UV parameters to ensure that the material display is normal, not distorted, and not stretched. Set the map channel to 1 to avoid using multichannel to control UV maps.
- Material Type:
Coohom only supports VrayMtl, Vray2SidedMtl, VrayBlendMtl, VraylightMtl currently. Do not use the standard material that comes with 3ds Max. Currently, Vray fur and hair material is not supported and we will update this as soon as possible.
*For more information on unsupported materials please check Annex 1.
- Material Format
Coohom requests the modeler to use JPEG or PNG format mappings. Additionally, these mappings should be saved in RGB mode. We do not have a strict requirement on the pixels or the file size, but with large material files, the final ZIP/RAR file will be too large to upload to Coohom platform or the render speed will be increased. So we recommended that the mapping file should not exceed 10 MB and not exceed 5,000 pixels.
- Material Quality
If you have to crop the texture from the reference imagery, use a high-quality image onsite and warp the texture as necessary. Additionally, for repetitive materials (wood, metal, leather, most fabrics), use a high-resolution tiled texture. You can take HD photos or scan the material and make seamless mappings in Photoshop.
Seamless mapping ( 32”*24”) Low-quality mapping ( 16”*10”)
- Avoid Texture Atlases
Coohom does not recommend the use of texture atlases (i.e. creating one texture map that encompasses information for multiple materials), Repeating patterns should never use a texture atlas. Instead, use a tiled texture and overlap the UVs. texture atlases can only be used on the special non-repeated patterns.
- Luminous materials and Vray light setting
Coohom supports luminous material instead of Vray lights for normal models, please ensure that Vray lights are required by the commodity (lamps, lightboxes, etc.)when using them. Other auxiliary lighting lights used for rendering need to be deleted.
- Avoid changing size with real-world scale in the material editor
The material size should be edit with UVW map or Unwrap UVW in 3d max, the material with real-world scale may fail to display or cause problems when swapping other material in Coohom.