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The best way to export from Solidworks ready for 3ds Max??
show user profile  aniworld
Hi, i am trying to import models from solidworks ready for texturing and animating in 3ds max?? i have tried stl and iges files but both seem to give me problems?
ideally i would like to be able to import the mesh from solidworks at a low enough resolution to be able to uvw unwrap without too much hassle and add a turbosmooth afterwards but this doesn't seem possible?
also every mesh i get from solidworks is full of triangles?? which means i cant use edge loops or rings??

anyone had any experience with these before?

thank you, :)
read 10181 times
2/13/2012 7:02:17 PM (last edit: 2/13/2012 7:02:17 PM)
show user profile  Bolteon
everything that comes out of cad programs can't be tessalated any further without wrecking the mesh cause they're not meant to be worked on in that manner once exported. (the person who figures out how to divide the NURBS based solids from cad programs into subd based meshes will be making hundreds of millions of dollars... note to self, be that person).


you'll only get lower resolution of density appropriate meshes with things like stl.


what would you like to do exactly? you can apply a general uvw map to the object afterwards but in general can't unwrap it with traditional tools.

though, you might be able to paint it in zbrush/mari... might be worth looking into.

-Marko Mandaric



read 10159 times
2/14/2012 8:05:38 AM (last edit: 2/14/2012 8:07:00 AM)
show user profile  aniworld
Hi,
basically i have a company with a load of 3d models which they have done from Solidworks, they have asked me to create a 3d presentation of them in 3ds max (this is my first proper freelance 3d job since finishing uni and want to impress)

But when i import stl files into max they look ok from a distance but close up look messy in troublesome areas with random triangles all over the place?

I dont need to alter the model at all but need to unwrap the uv's, at the moment the model is populated with so many triangles it difficult to cut the seams

What do other people do to make life easier??

I have even thought about re-modelling the models but that will take hours?
read 10151 times
2/14/2012 11:56:54 AM (last edit: 2/14/2012 11:56:54 AM)
show user profile  Nik Clark
I do this a lot. I always get the objects exported in as many sub assemblies as possible. that way there is a better chance of getting a successful import. You will have to do an amount of manual fixing, but easier if the object are imported in pieces. some STL files can be a real mess.



read 10148 times
2/14/2012 12:05:10 PM (last edit: 2/14/2012 12:05:10 PM)
show user profile  Bolteon
stl's out of solidworks directly, i've never dealt with.

you might want to try opening up the solidworks file in rhino and then exporting that out to stl... always does a pretty good job of it.

either way, post up an image or two so we can better see what you're talking about exactly.


also, why do you need to unwrap the uv's?


//edit

like nik said, it's gonna be messy one way or another.

-Marko Mandaric



read 10146 times
2/14/2012 12:06:16 PM (last edit: 2/14/2012 12:07:09 PM)
show user profile  aniworld
I haven't any images at the moment but i will post some as soon as i have some,
with Rhino is this a max mod or a separate software? i'lll do some googleing :)

they want me to make them look as life like as poss with a carbon fiber texture so i though the only way to achieve this would be to unwrap them? am i making more work for myself??
read 10142 times
2/14/2012 12:26:33 PM (last edit: 2/14/2012 12:26:33 PM)
show user profile  Bolteon
yeah, you're making more work than needed. just apply a uvw map to the object once it's in and set it to box.

then dial your cf material to make it look right.

the uneven parts of the mapping where the overlaps occur will actually look more like real life carbon fiber.

-Marko Mandaric



read 10140 times
2/14/2012 12:28:32 PM (last edit: 2/14/2012 12:28:32 PM)
show user profile  aniworld
ok so here is a preview of the model im working with,

surely to put a bow uvw map on it will cause problems on all of the curves?
also you can see some problems with the mesh on the curves ect. they want the camera to zoom in close which make the problems even worse on screen
read 10137 times
2/14/2012 12:42:33 PM (last edit: 2/14/2012 12:43:05 PM)
show user profile  Bolteon
have you actually tried it yet?

i think you'll be surprised at the quality.

-Marko Mandaric



read 10131 times
2/14/2012 12:56:45 PM (last edit: 2/14/2012 12:56:45 PM)
show user profile  nemac
http://keyshot.com/forum/index.php?topic=508.0

Could try Simlab, Meshlab or Sycode as per the link.

read 10127 times
2/14/2012 1:06:04 PM (last edit: 2/14/2012 1:06:04 PM)
show user profile  aniworld
here's some updates:


read 10124 times
2/14/2012 1:39:38 PM (last edit: 2/14/2012 1:39:38 PM)
show user profile  aniworld
following nemac's post, they talk about meshlab which i have tried and have installed but in this post he mentions
"Currently I export from Solidworks to .stl format. Then I import my .stl into Meshlab ( free software ) which can export a very clean .obj. Its an extra step in my workflow, but its also free."

how can i get a clean mesh out of meshlab? any ideas anyone?

thanks for the help so far.
read 10120 times
2/14/2012 1:44:18 PM (last edit: 2/14/2012 1:44:18 PM)
show user profile  BishBashRoss
You can get a free trial of moi 3d. Produces nice meshes for max. Did it recently from solidworks. Solidworks - IGES. Import to Moi 3d. Export as FBX.





read 10115 times
2/14/2012 1:56:21 PM (last edit: 2/14/2012 1:56:21 PM)
show user profile  aniworld
Moi 3d is amazing! its perfect
following BishBashRoss's method Moi 3d allows you choose to export the mesh in triangles or quads and increase or reduce the resolution easily!

cheers, im now on my way!
read 10106 times
2/14/2012 4:27:35 PM (last edit: 2/14/2012 4:27:35 PM)
show user profile  MrPumpernickel
Simple way to fix problems like these: after import go into vertex sub-object mode (convert to Editable Poly before), select all vertice, weld them with a treshold of 0,001. After that add a Smooth modifier and set it to Auto smooth. There are rare cases where that doesn't help for me.

If it doesn't then I export as a higher tessellated mesh and try again.



YouTube Channel

read 10097 times
2/14/2012 4:51:41 PM (last edit: 2/14/2012 4:52:12 PM)
 
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