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Whats the easiest way to go about fixing topology of booleaned objects?
show user profile  xcloudx
I've got a plane here i've sliced and booleaned some indents in for lights, but now i'm getting awkward shading across the surface which i assume is because my topology is now a mess;

Whats the best way to go about fixing this up and making it into nice quads? Without having to just start it again from scratch? (i have other more complex things in the scene doing the same thing)
read 307 times
1/19/2012 3:29:29 PM (last edit: 1/19/2012 3:43:24 PM)
show user profile  digital3ds
delete all those edges and re draw them in
- Mike Sawicki

read 292 times
1/19/2012 3:46:13 PM (last edit: 1/19/2012 3:46:13 PM)
show user profile  jareu
yup its stuffed.

Looks like a really simple setup though, no reason to go boolean.

btw, never ever ever use boolean. Proboolean sometimes only if you absolutely have no other choice but this one is easy with poly edit.

He who says it cannot be done is interrupting the man doing it.

read 284 times
1/19/2012 3:54:59 PM (last edit: 1/19/2012 3:54:59 PM)
show user profile  xcloudx
Ah alright, thankyou.

Also a quick other question if you may,
How do you get edges to show up on models where it has been turned to quads using graphite? When fiddling around it seems kind of random when i get the edges to actually show up to reveal the bad topology.
read 282 times
1/19/2012 3:56:13 PM (last edit: 1/19/2012 3:57:57 PM)
show user profile  Garp
What do you mean by 'turned to quads'?

read 279 times
1/19/2012 3:57:45 PM (last edit: 1/19/2012 3:57:45 PM)
show user profile  xcloudx
I used a graphite modelling tool, cant remember its name at hte moment. it removed a bunch of edges and made my model look like it had nice quads when it actually doesnt.
read 277 times
1/19/2012 4:00:56 PM (last edit: 1/19/2012 4:04:10 PM)
show user profile  jareu
if you're using edit poly, some edges will be invisible and some will be visible. this is necessary for good topology as everything mathematically is made of triangles. to see invisible edges, select edges as the current sub-object mode in edit poly modifier and press Ctrl+A to select all. visible edges will be solid, invisible will be dashed. I think edit Mesh modifier allows for showing and hiding of the edges, but for edit poly I just cut them in where I need them, or press backspace to erase them where I need them to be invisible. always make sure vertices are welded properly after cutting though.

He who says it cannot be done is interrupting the man doing it.

read 269 times
1/19/2012 4:12:37 PM (last edit: 1/19/2012 4:12:37 PM)
show user profile  Garp
Ah, I see what it is.
It somehow turns edges and tries to make a quad out of two tris.
But it doesn't do much on long and thin triangles. You need to have a fairly even topology to get a decent result.

read 267 times
1/19/2012 4:16:41 PM (last edit: 1/19/2012 4:16:41 PM)
show user profile  xcloudx
Hey thanks for the explanation but the invisible edges are still hidden in edit poly. they don't show up at all, its kind of weird.
But when i converted to editable mesh and do ctrl+a they show up. Is there some way they can be marked as not hidden anymore and always show up?
read 250 times
1/19/2012 9:23:09 PM (last edit: 1/19/2012 9:25:30 PM)
show user profile  Garp
Not for editable poly, no. In edge sub-object level, you can click on Turn to see them and eventually turn them manually, but that's all.
Do what you just did - convert to emesh, select them all and make them visible (Surface Properties rollout) - then convert back to epoly.

read 229 times
1/20/2012 9:53:40 AM (last edit: 1/20/2012 9:53:40 AM)
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