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mesh getting crazy
show user profile  GreenFlag
Hey :)

I imported a .igs mesh, looked ok, not so bad, at least a kind of low poly: http://imgur.com/a/wypEc
I wanted to cut some polys in there but cut too far so I pressed ctrl+Z,
But then the mesh appeared totally fucked up.. so black and grey..

I tried to :
- weld the vertices
- clear and re-do the SGs
- collapse
- Reset XForm
- Clear UV, and material

..nothing worked,
Anybody know what happened there?
any fix or it is just a bug? :)

Thanks
read 349 times
1/26/2015 6:46:33 PM (last edit: 1/26/2015 6:46:33 PM)
show user profile  Dave
Yeah I get this from time to time with imported meshes. There's probably a few fixes but my "go to" solution is to make a box, convert it to edit mesh, and then attach that broken mesh to the box. Then you just delete the faces of the box in a sub-object mode.

Edit
Oh, unless someone can correct me, I believe this is a normals issue, but a really messy one that, as you've noticed... can't be fixed with a few common functions.

Hard to say whether or not it's a bug, I guess the fact that it appeared after a ctrl + Z (I've had this too) could be considered a bug, but if anything the mesh was already screwed and it just so happened that an undo caused it to show you.

"I flew over Egypt once"

read 337 times
1/26/2015 7:35:50 PM (last edit: 1/26/2015 7:45:54 PM)
show user profile  K-tonne
might be an autoback file that's saved just before the buggage if you're lucky
converting to editable mesh then back to edit poly will make it more stable but will also show you where the errors are so you can delete the area and remake- again if you're lucky

Website and Portfolio

read 329 times
1/26/2015 7:53:23 PM (last edit: 1/26/2015 7:53:23 PM)
show user profile  GreenFlag
yep, the box solution fixed it in 1 second, quite a good one! :)
thanks!
I will see how it stays, it may be still broken, I will see if it comes again..
I cross the fingers
read 325 times
1/26/2015 8:01:31 PM (last edit: 1/26/2015 8:02:25 PM)
show user profile  Dave
The only way you could get the issue again is if you're doing anything weird with the normal directions of the meshes, via a specific modifier. Other than that... I wouldn't worry about it, normal issues don't tend to return once they've been fixed.

"I flew over Egypt once"

read 320 times
1/26/2015 8:18:30 PM (last edit: 1/26/2015 8:19:54 PM)
show user profile  herfst1
Normals getting screwed is pretty common. If you add an edit normals modifier, select vertex, ctrl+a, then click "reset" it'll be good to go.
read 296 times
1/27/2015 8:55:24 AM (last edit: 1/27/2015 8:55:24 AM)
show user profile  GreenFlag
OK, cool,
I may still do few booleans in there,
like boolean, then edit poly to move some vertices, then boolean again or so.
read 293 times
1/27/2015 9:15:13 AM (last edit: 1/27/2015 9:15:13 AM)
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