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Booleans/Shapemerge not working, any ideas?
show user profile  Jimrod
Hi guys, I've asked about Booleans before and thought the suggested use of Shapemerge had fixed my issue, sadly when I converted the shape to Poly the usual mess of random lines occurs. I've basically been trying to make speaker designs and extrude text from the front baffle and can't figure out another way to do it.

I've also encountered the problem when trying to shapemerge a circle onto the baffle and simply extrude this. At the moment I'm having to cut out a cylinder with Boolean and then place a new cylinder in the space, this isn't ideal and still has odd artefacts left on the original shape.

A secondary problem is when insetting into the cylinder and extruding I'm getting lots of facets rather than a smooth circle, do I have to "turbosmooth" this (never used it) or is there a simpler method? I've upped the number of edges on the cylinder but it doesn't solve the problem., you can see on the tweeter plate in below pic. (ignore the bad gloss wood wrap on the front edge, that's the least of my worries!)


This basic problem with mixing shapes and extruding for something as simple as etched out text or even inserting an inset power light is really holding me back, is there something basic I'm doing wrong? I was told on the previous thread to simply model it better in the first place but I've no idea how to do that - for now I make a box and try to cut a shape out... On the design above for example I'd like to make the black baffle aluminium (it's currently leather without a bump map as it was left on my work PC!) and "machine out" the "Acoustic Energy" text about 1mm, I can find no good method to do this...

Cheers for any help!!
read 1624 times
11/5/2011 1:23:42 PM (last edit: 11/5/2011 1:29:23 PM)
show user profile  mrgrotey
Just leave the text as a seaparate object, why try to merge it into the speaker body? there's no need. It's a separate onject in real life i.e. a badge stuck to the front so thats how you should be modelling in max.

Regarding the facets, smoothing groups are what you need to learn, there will be plenty of info in the max help files for this.

There is no need for boolean or shapemerge in this entire model either.

read 1617 times
11/5/2011 1:28:25 PM (last edit: 11/5/2011 1:31:16 PM)
show user profile  Jimrod
Thanks for that, I'll look into smoothing groups!

Most of our speakers have badges and you're right, that's not a problem. Some we use machined Aluminium though so I'd like to subtract the text from the baffle. Also on a design such as this -
You can see I used a chamfered edge around the bass driver and tweeter (this is the real speaker, not my cad design), on 3DS Max If I shapemerge a circle to the baffle and convert to poly so I can extrude I am left with some odd messy edges which stop me chamfering the edge neatly (facet problem aside!).

I'd eventually like to be rendering in high enough quality to replace photography to a degree as it's bloody expensive and there's always another shot you need, I'm halfway there with Max but it's these little niggles which are making it not possible.
read 1613 times
11/5/2011 1:33:47 PM (last edit: 11/5/2011 1:36:24 PM)
show user profile  keattchb
Hey Jimrod, if im right in saying, you basically want to cut circles for the paper speaker cones to fit in? If thats right you could cut out a low res circle on your plane by tracing a low res circle with 5 sides. You will need to turn on "snaps toggle" on.

Watch video 1 on the page below and go straight to 22:30 (I think this is what you want)


read 1603 times
11/5/2011 2:13:35 PM (last edit: 11/5/2011 2:13:35 PM)
show user profile  mrgrotey
thats way over kil, just draw two circle splines and a rectangle attach them together and shell. done.

read 1600 times
11/5/2011 2:20:34 PM (last edit: 11/5/2011 2:20:34 PM)
show user profile  keattchb
r right lol. Im still new too, i thought i might for once be able to answer a question in here lol but iv still got a long way! Im going to test your method now
read 1598 times
11/5/2011 2:27:14 PM (last edit: 11/5/2011 2:27:14 PM)
show user profile  K-tonne
a census taker tried to test Mr G's methods once...

Website and Portfolio

read 1586 times
11/5/2011 4:27:23 PM (last edit: 11/5/2011 4:27:23 PM)
show user profile  Garp
Jimrod, you need to understand that at their lowest level all surfaces in max are made of triangles, whehter you see them in the viewport or not.
So you can model things in a way that lets you control where these edges are or use methods (boolean, shapemerge, etc) that let max do a 'best guess'. Often the latter will require manual cleaning that's generally more time consuming than modeling directly.

read 1567 times
11/5/2011 9:32:28 PM (last edit: 11/5/2011 9:32:28 PM)
show user profile  Jimrod
Cheers again for the info guys. I'll try some more things out in the morning, I'm still not really sure how to "model directly" really? I thought the simplest way was how I was doing it! Is it best to draw all flat to start then extrude out? (like when people build cars from drawings).
read 1564 times
11/5/2011 11:32:16 PM (last edit: 11/5/2011 11:32:16 PM)
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