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Edit poly shortcuts are not working?
show user profile  _3dioot
Hi guys,

Wanted to create some quick base cages for my zbrush adventures. Since i know max best i decided to try my hand at it in max (instead of xsi or a dedicated polymodeller like silo). So i downloaded the shortcuts for editable poly from the official autodesk site for 3dsmax 2009.
http://images.autodesk.com/adsk/files/3ds_max_3ds_max_design_2009_shortcut_guide.pdf


However half of them dont seem to work! Not even after toggling on (and of) the "keyboard shortcut override toggle" button at the top left of the snap buttons. Its driving me nuts. Ive been using xsi for my polymodelling needs but its kind of silly to use it just for that while i know (in general) alot more about max. Anyone has any ideas? Id like to get comfortable with polymodelling in max but i wonder wether thats even possible with the standard setup.

GrtZ 3dioot
read 599 times
3/29/2009 3:07:34 PM (last edit: 3/29/2009 3:07:34 PM)
show user profile  _3dioot
Hmmm... Am trialing silo right now and im loving it! Brings me right back to the old days of nendo. Did you guys know they have a core version for 99 dollars?! Has all the tools except high resolution sculpting (have zbrush for that) and unwrapping (have 3dsmax peltmapping for that). I think ive found my solution. And yes; you guys probably all think im crazy but you should try it yourself. Use Glen Southerns video tutorials on the site to get up to speed. This is totally how i want to polymodel. :)

GrtZ 3dioot
read 589 times
3/29/2009 3:42:15 PM (last edit: 3/29/2009 3:42:15 PM)
show user profile  scotch_forgot_his_password
Hey fella, long time no see!

No idea about the default shortcuts as I haven't used them in years 9and I don't have Max in front of me right now, so some of the following details might be a bit off), but I do know that the shortcuts for Epoly are a fucking mess and a pain to set up. In Customise UI there's actually three places where you can set shortcuts: there are two Groups called "Edit Poly" and "Editable Poly" (which presumably refer to the modifier and the base object type respectively), but then there's a Category inside the Main UI group called "Editable Polygon Object", which has a different command set to either of those above. In some cases the same command appears in all three lists, but you can't set the same shortcut for all of them because Max doesn't see them as the same command.

So, double check that the shortcut you are trying to use it set to work on the correct object state, and with the correct override toggles set.
read 586 times
3/29/2009 4:01:46 PM (last edit: 3/29/2009 4:01:46 PM)
show user profile  _3dioot
Hiya scotch! :)

Good to see your still around. Thanks for the advice. Although this reaffirms my suspicion. Max is still a mess (in general). The stuff you describe brings back memories.. Remember back in the days when editable poly was first introduced? There was this great guy who wrote meshtools bringing alot of the nendo like polygon commands into max (first incarnation of editable poly in max did not even have edgeloop selection!).

I remember writing little scripts for meshtools that would combine different functions into one. For example collapse didnt work on faces as it did for edges. Two different commands which i joined into one. After having done that i put them all in a customized, unique quad menu (rc menu with flyouts). They even were context sensitive. So i would never see the commands i couldnt use. That was the ONLY time i felt i could comfortably polymodel in max to the level of nendo (which for the people who dont know it is what the earlier version of wings was an exact copy of). That was back with max 4.2 maybe? :)

What your telling me now is that max's default "setup" for polymodelling still sucks and that i still have to rebuild it with scripts and custom commands, custom shortcuts etc etc. 99 dollars is looking really good right now. Im seriously loving silo. You should check it out if you havent allready. :)

GrtZ 3dioot

PS
And thanks for the advice. I still rant as you can see. ;)
read 580 times
3/29/2009 4:15:42 PM (last edit: 3/29/2009 4:31:01 PM)
show user profile  scotch_forgot_his_password
I was talking about this the other day at work. Max was actually a better poly modeller back in v 4.2 with the meshtools script installed than it has been since (what was that, 8 years ago?). Autodesk might have added the meshtools functionality to native edit(able) poly, but they did it in such a sloppy way that they actually made it harder to use. Let's not be too harsh though, I use Maya these days at work and I'd cry if I had to do any real poly modelling in that. In fact, all told, I'd switch back to Max without a second's hesitation.

tbh I'm not really all that fussy about poly modelling tools nowadays. All I need from a poly modeller is something that'll let me knock out a Zbrush-able armature as quickly as possible, and then let me easily retopologise whatever comes out of ZBrush at the other end, neither of which are particularly taxing. Silo edges it when it comes to retopology so that's what I use, but I could live without it.
read 565 times
3/29/2009 5:00:56 PM (last edit: 3/29/2009 5:00:56 PM)
show user profile  _3dioot
Autodesk might have added the meshtools functionality to native edit(able) poly, but they did it in such a sloppy way that they actually made it harder to use.

My sentiments exactly. I know what you mean though with other apps. Ive tried a fair few (it just interests me how the different apps go about their ways) but it also quickly show you how much stuff you take for granted. The modifier structure max has for example is extremely powerful. And at the same time while i prefer XSI for polymodelling (its just smarter) it doesnt even have a working local bevel tool. Talk about rudimentary! :)

With that said (and not to beat a dead horse) its amazing to see what IS possible by relatively small software such as silo with a clear focus. The workflow is staggeringly good (im doing a full series of tutorials right now) and it just works. And 99% of why it works is just superduper selection and tweak tools. It baffles me the big packages didnt pick this up years ago. Then again; from autodesk what do you expect? :)

Its true i could make my basecages in max. Hell i even have 3dcoat to retopo if i have to. I just couldnt get myself over that hump of continual button searching and pressing (hence my attempt at learning non working shortcuts). I guess im spoiled by my nendo and meshtools experiences (eventhough the latter one required ALOT of work to set up). Im personally very happy with silo. Not thinking; just modelling. The oldschool way. ^_^ Ill show some results soon (and then ill make my simple basecage; rofl)

3dioot
read 541 times
3/30/2009 12:14:08 PM (last edit: 3/30/2009 12:16:16 PM)
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