make the exterior of the building. make the interior of the building. make sure door and windows line up. attach. done.
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make the exterior of the building. make the interior of the building. make sure door and windows line up. attach. done.
Easiest way in my opinion is select all of the inside faces, clone them, scale it up a bit, flip the faces, even up the doors, windows, and, well everything. then create faces to make them connect. Or if you don't care what it looks like just make the faces 2 sided by putting a % after the sub-material of the building walls in 3ds max. But i can not see exactly what your talking about because it's much too dark.
Well thanks for the suggestions i'll try them out. Here goes some more brighter pictures of what im talking about.
http://i279.photobucket.com/albums/k...1-25-26-99.jpg
http://i279.photobucket.com/albums/k...1-25-39-78.jpg
http://i279.photobucket.com/albums/k...1-25-17-85.jpg
this is the building that see through
EDIT: Thanks Snafubar and johnny
I usually start with the exterior then when I'm ready I'll create my faces where the main door or entrance (really it could be anything that is a path inside) and start extruding in and then out to the sides to create the inside walls/ceiling/floor.
what happened to the photos...already down or just replaced??
anyway, just like a real building you need two pieces to make up an interior wall... just punch a hole in your drywall and what do you see... another piece of drywall...
or just do the % thing to make your faces double-sided.. they will look odd then as it will be real thin and not very 3d.
Easiest way i've done it is to start with a plane. Create all of your detail (like window openings, door openings, etc) then select the plane and Shift-clone it over a little. Then flip the new wall so that it is facing the opposite way. When the positioning is right, attach the two planes under Polygon mode. then in polygon mode select create and create new polys to connect the two planes... now you have two identical pieces giving your wall depth and the windows and doors are already done and easy to make look nice.
I'm working on a bunch of buildings myself... look at the Scorpion Song thread in the releases forum... Last post by me has a pic of some of them.. they still need lots of work but this will give you an idea of what it will look like when you do the above method.
fyi - it's easier to do this without the floor already there... i've been making my buildings first and then i merge them and put in a floor.. then surround it all in a box to seal the world.. then package and play, etc... also make sure to get rid of any polys that you won't see.. like the bottoms of the walls.. no need for those to be there...yes you get some errors in sapien when you do it this way but I've had no problems with that so far.. and you could always attach this to the floor with target weld in vertex or edge mode... i'm sure there are bttr ways but this is what works for me now...
This is exactly what Johnny explained above with a little more detail to how to do it...
From what im understanding is you are trying to make it a room with a wall on the out side and a wall on the in side,
From what I see you have there, you will need to slect all 6 faces that make up the boxed room and in the modifier list find "shell" then just turn up the outer thick ness.
Alot easyer and alot better than making it % or all that scaleing stuff.
Just try it.
^
that's why i like these forums...
I'll try it too.
It just dosent or dose it give you that non-uniform node scale?
Cause i never got that error just from shelling a face\box.:confused:
There are many tecniques to building a structure. Either way there needs to be an outside wall along with an inside wall. Just build the outside the way you built the inside. Use the X, Y, and Z values at the bottom to make everything look alligned and in order.