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Newbie here, needing help with model ripped from video game.
show user profile  MorbidCharlie
Let me preface this by saying that I am trying to make a replica of a video game item by converting it to Pepakura. If you have some knowledge of Pepakura, this will make more sense to you, but I'll try to explain it for those that have never used it.

I've imported a pistol model from a video game into 3DS Max and I'm trying to clean up the model to import it into Pepakura, which is a program that will take a 3D object and break it up into pieces so that it can be printed on cardstock and assembled into a paper replica. What I am running into is that Pepakura is telling me that I have a lot of "open edges" when I import the model. I check with STL Check in 3DS Max and it indicates that some of my meshes don't pass. Unfortunately, I'm not experienced enough to know how to repair these meshes, but even after I attach some of these meshes to other pieces of the pistol, it still indicates that the meshes I've attached are open. I know that can "cap holes", but that just adds more faces and messes up the geometry of the pistol. Is there another way to fix this? I've heard of non-manifold edges, but not sure what that is, or how to fix.
read 402 times
1/15/2014 6:10:37 AM (last edit: 1/15/2014 6:10:37 AM)
show user profile  herfst1
Be honest, you've got the CAD file of a Glock and want to get it 3D printed.

On the off-chance you're making paper cut outs for your hobby or something, try welding the verts.
read 399 times
1/15/2014 6:26:48 AM (last edit: 1/15/2014 6:26:48 AM)
show user profile  MorbidCharlie
Ha ha... no, not printing a Glock. I forgot to mention that I did try welding the vertices, but that didn't seem to fix the problem. I'll put up some links to screenshots tomorrow so that others can see what I'm running into.
read 398 times
1/15/2014 6:40:11 AM (last edit: 1/15/2014 6:40:11 AM)
show user profile  jareu
yeah screenshots will help.

Its been a while since I've used Max but I believe there is a weld selected tool where you can ramp up the weld threshold and see if the number changes before any visual effect happens. If you view your model in wireframe and do this and you notice the number change from eg, 305 vertices to 303 vertices without any visual change to the model, you'll know that there were a couple of unwelded ones. Hope this helps.



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

read 394 times
1/15/2014 6:43:04 AM (last edit: 1/15/2014 6:43:04 AM)
show user profile  9krausec
what do you run now jareu?




- Portfolio-




read 348 times
1/16/2014 2:56:45 PM (last edit: 1/16/2014 2:56:45 PM)
show user profile  K-tonne
it's very likely that if the gun is from a modern game then it will have moving parts in it- the gun fires and the slider moves back while the barrel stays where it is- magazine comes out- trigger moves- that kind of thing
so probably the gun has more than one part that meets another- these meetings will not be seen from any angle that will expose the join so the modellers would save time, texture space and polygons by leaving open edges

you'll have to select 'border' mode then marquee the whole model and try to see the red highlit edges- these are your problems
next you'll have to use modelling methods to fill the gaps, seperate the elements, do the pepakurai thing, then work out how to recombine the pieces so it looks and maybe works like it should

non-manifold edges form a kind of 'T' shape coming out of the mesh- max really doesn't like them and usually crashes unless it's in edit mesh (for me anyways)

Website and Portfolio

read 340 times
1/16/2014 3:10:54 PM (last edit: 1/16/2014 3:11:30 PM)
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