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3Ds Max Help

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3Ds Max Help
Offline Neronian
07-24-2009, 04:06 AM, (This post was last modified: 07-24-2009, 04:08 AM by Neronian.)
#1
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I've been working on some model I had drawn up as a sketch a while back, and my initial idea to get the rough shape of it was to draw out the shape from a top view and a left view (Using Curves), extrude those out, and then cut out everything that went further out (Like a Cookie Cutter) This would cap the sides and allow me to work on it further. However, When I went to do that... It didn't work out so well. First things I tried were Boolean and ProBoolean, after a bit of testing I realized that would not be working any time soon. I resorted to MANUALLY adjusting every vertex, using the other view as a guide, then repeating again on the second part. I ended up with a satisfactory result. But when I went to render it... Major issues... Any possible ideas on why this is would be appreciated.

Here's the shot of it in the Viewport.
Example 1

But in the Render the top part's seem to have disappeared!
Example 2

Edit: Also, When rendered from another angle (The other side) It glitches even more.
Example 3

Any help is Appreciated ^^

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Offline tansytansey
07-24-2009, 05:33 AM,
#2
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I can see from your view point that their is a problem with your mesh. I don't use 3DS Max so I don't know what the problem is, or how to fix it, but it's the same symptom. Most likely do do with unjoined Verticies. You can see these problems right here:
[Image: shipproblems.png]

There are probably more gaps like that that I can't see just from that angle, too. Look for areas in your faces/corners where these things occur, they usually mean there's a problem with your mesh in that area.

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Offline frozen
07-24-2009, 06:26 AM, (This post was last modified: 07-24-2009, 06:27 AM by frozen.)
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for starters, once you finish your model, make sure you weld it together. this will take care of unjoined/unconnected vertices. as nighthawk pointed out, your problem is most probably that.

in order to do so, (this is the step i do), right click on the object in any viewport, go to the option "convert to", next expansion, there will be an option called "convert to editable poly". select that. this will allow you to edit your mesh. keeping your model selected, go in to vertex mode (on the right side, there will be a option called editable poly which can be extended, expand it and select vertex as the option, highlighting it), press control + a (select all) in viewport, selecting all your vertices, then press the button next to the weld button that looks like a tiny window. this opens a new window, allowing you to change the threshold value. leave it as default and hit apply, then ok. that should weld your vertices together. if you have floating vertices that are not connected to the model in anyway, you may have to remove them manually. pressing the "7" key in one of the viewports will give you a poly and vertex count, allowing you to work accordingly.

another key point. do not model both sides. do either 1 side, then mirror it onto the other side to maintain symmetry, unless your going for an asymmetric design.

[Image: 5d1144bd1.png]
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Offline Sasaki
07-24-2009, 03:16 PM,
#4
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Greetings!

First, it can take a little time to get the hang of max, but you'll get it figured out. It's a sweet program.

Like they said, weld is one problem. Another likely problem is that the "normal" on your poly/surface is facing the wrong way. Most of the time the surface is only view able from one direction, that direction is the direction the "normal" is facing. So the normals on one side are facing INSIDE the ship when they should be facing out. So, once you've converted it to an editable poly and welded everything together as explained above, you need to select the polys that are invisible from the outside, right-click, and select "Flip Normals". Hope that helps!

Good luck!

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Offline Sasaki
07-24-2009, 03:18 PM,
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Also, I tend to avoid boolean modeling as much as possible, especially doing low poly game models, because it can really make a mess of things if you're not careful. Editing every edge and vertex might seem like a horribly slow way to go, but that's how I do it and many other people do it as well.

Have fun!

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Offline Turkish
07-24-2009, 04:26 PM,
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It does infact look like your normals are flipped. I would avoid even touching booleans until you've gotten the hang of basic modeling techniques, start working with primitives, planes, simple work. But simple is best when incrementally learning to apply yourself.

You can however use splines as guides for the overall shape to great effect. Hope this has helped.

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