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cut tool for this thing
show user profile  sheheryar_noor

I m making this stuff, with bolean and using triangle and circles then attaching them and converting to editable poly messed up the topology.When i try to connect edges to make a fine topology some of the holes get cap,when delete polygon not only the hole one but other polygons get delete too.
I tried using plane and Ngon then using cut tool on plane, hole was fine and topology too but when i try to symmetry it either the holes are less or more than 8x4 or the area between holes isn't same somewhere less somewhere more.
Any idea of good topology?
read 855 times
5/16/2013 2:26:53 PM (last edit: 5/16/2013 2:26:53 PM)
show user profile  herfst1
This is the reason people say not to use boolean. It's easy to fix, just remove some of the lines and use cut to make new lines.

Here's how I'd approach this model:

Yeah, I only made 1 size of hole but you get the idea.

1. Make an 8 sided cylinder and delete everything but the front face. Shift-drag a couple of Instanced copies.
2. Select one cylinder and select the border. Now shift drag it outwards till it touches the other cylinder's border (which should also be growing).
3. Use x and y align to make the new border square. Scale it till it touches the other border.
4. Self explanatory.
5. Make more copies till you have your desired layout. Now I used snaps to create a new plane which will be the outer border, this was dumb.
Just make all your cylinder shapes unique and attach them together into one. Weld up the verts and shift-drag out a new border.
6. Self explanatory.
7. Self explanatory.

read 832 times
5/16/2013 3:22:41 PM (last edit: 5/16/2013 3:24:48 PM)
show user profile  3joez
Or use Garps regularize.
Or geopoly button.

read 827 times
5/16/2013 3:33:13 PM (last edit: 5/16/2013 3:33:37 PM)
show user profile  sheheryar_noor
Thank you thank you. That's the perfect and time saving way. I don't use boolean i prefer cut tool, the method i was using"Plane with no segments and then draw an NGON,draw lines for each end of NGON and then deleted rest of the plane except the area where the cut tool was use. I had Octagonal shape with square border and then i was using symmetry but then the distance between the holes wasn't same.

Thanks Once more. Great and easy way for holes in planes.

3joez where " geopoly button." is?
read 822 times
5/16/2013 3:59:45 PM (last edit: 5/16/2013 3:59:45 PM)
show user profile  3joez

read 812 times
5/16/2013 4:14:21 PM (last edit: 5/16/2013 4:14:21 PM)
show user profile  Garp

Unable to display content. Adobe Flash is required.

read 806 times
5/16/2013 4:43:21 PM (last edit: 5/16/2013 4:43:21 PM)
show user profile  herfst1
Haha. Garp, always love your vids. What the hell was all that tessellation business? Nevermind, I'll sleep on it. Probably make sense in the morning.

[edit] didn't need to sleep on it, I get it now. That's the second time you've taught me a thing or two about chamfering verts. I use that other "Diamond" trick all the time.
read 798 times
5/16/2013 4:56:40 PM (last edit: 5/16/2013 5:03:34 PM)
show user profile  FX

read 790 times
5/16/2013 5:06:07 PM (last edit: 5/16/2013 5:06:07 PM)
show user profile  ccampbell
Garp: Nice Video, Great topology control.

FX: Boolean is not used for this kind of thing anymore but certainly has major advantages in other areas.

$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};

read 765 times
5/16/2013 6:20:19 PM (last edit: 5/16/2013 6:20:19 PM)
show user profile  FX
Strange how many people are deluded into thinking it actually "is" used for "this kind of thing" and never discover it's advantages in other areas, due to being pissed off with the results.
Don't try and flog booleans to me, with guys like Garp around they just ain't needed, however you look at it, including booleans in your workflow = extra work.
read 762 times
5/16/2013 6:32:28 PM (last edit: 5/16/2013 6:32:28 PM)
show user profile  LionDebt
Nope, as I've said countless times before, booleans work just fine. 99.9% of the time it's user error.

If you account for the resultant geometry, ie. Booleaning an 8-sided cylinder into a regular (square) poly (with 2 edge connects, 1 horizontal, 1 vertical, with the cylinder positioned according to Vertext Snap)... the mesh tidy up takes ~2 seconds.

Basic rule of thumb, if you can't count edges and verts (or even count in general), don't use boolean.

edit: As with everything in Max, there's a 100 ways to do 1 thing. Everyone who doesn't really understand how to boolean properly will get by just fine with another method.
read 751 times
5/16/2013 9:20:27 PM (last edit: 5/16/2013 9:22:36 PM)
show user profile  FX
I don't want to count edges or verts I want to cut holes :) , but yeah your right I don't want to understand them either.
In all the hundreds of video's I've watched re modeling, rarely if "ever" are booleans used unless it's specifically about booleans, and they are usually very dated.
Probably fine for mechanical hard edged stuff, but no turbosmooths in sight :)

Each to their own.

Mind you, Max boolean operations don't look to have progressed much since r3.

read 741 times
5/16/2013 9:41:16 PM (last edit: 5/16/2013 9:41:16 PM)
show user profile  Coxy
I think the general rule of thumb for all of 3DS Max is:

If you understand how it works you'll get a good result. If you don't, it'll look shit.
read 734 times
5/16/2013 9:57:31 PM (last edit: 5/16/2013 9:57:31 PM)
show user profile  FX


read 731 times
5/16/2013 10:00:03 PM (last edit: 5/16/2013 10:31:36 PM)
show user profile  Joey Parker Jr.
 photo fx_zpsc19d92f1.jpg
 photo 2012-sig_small3_zpsbd114b69.png

read 701 times
5/17/2013 1:02:10 AM (last edit: 5/17/2013 1:03:45 AM)
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