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Net of triangular pyramids
show user profile  Vladko
Hello!
I would like to achieve this effect -

I have an box and I want to put it into a net of triangulat pyramids. I tried with 3ds max tessalation, but no luck.. How could I do it?

Thank you.
read 1338 times
5/28/2013 12:32:10 PM (last edit: 5/28/2013 12:32:10 PM)
show user profile  Dmaxer
Vladko I cant see the picture dude ?


read 1324 times
5/28/2013 12:57:17 PM (last edit: 5/28/2013 12:57:17 PM)
show user profile  Vladko
I really sorry -

read 1296 times
5/28/2013 3:28:45 PM (last edit: 5/28/2013 3:28:45 PM)
show user profile  FX
Curtain Wall Wizard should get you close....triangulate your mesh first tho'.


http://www.reformstudios.com/maxscript-curtainwall-wizard/


read 1285 times
5/28/2013 5:51:47 PM (last edit: 5/28/2013 5:51:47 PM)
show user profile  luxxeon
Easily done with Populate:Panels script as well.
http://populate3d.com/products/panels/

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My Youtube Video Tutorials:
https://www.youtube.com/user/luxxeon3d
read 1268 times
5/28/2013 7:02:47 PM (last edit: 5/28/2013 7:02:47 PM)
show user profile  FX
Use this ^^^

I keep posting the link to that dated wizard out of habit.
read 1257 times
5/28/2013 8:51:37 PM (last edit: 5/28/2013 8:53:06 PM)
show user profile  Vladko
I really thank you for the fast replies..
The problem is that I can't make my object in triangles. My object now is with curves.. so my aim is to make curves with triangles ( something like the geodesic sphere ).
These plugns are nice.. but after I make the net of the object..
read 1219 times
5/29/2013 4:01:07 PM (last edit: 5/29/2013 4:01:07 PM)
show user profile  Kirk
If its a spline cage right click on it and convert it to nurbs spline. Do some uv lofting and convert it to editable poly. It all be triangles then.

Or u can tesselate modify a poly version.

Kirk out.
read 1215 times
5/29/2013 4:10:40 PM (last edit: 5/29/2013 4:10:40 PM)
show user profile  FX
A wireframe of your mesh might be helpful to get the right advice.
read 1210 times
5/29/2013 4:27:22 PM (last edit: 5/29/2013 4:27:22 PM)
show user profile  Vladko
On the right side is my object - mesh ( imported from autocad )
On the left the object is with 'tessellation' modifier. And this is the effect I would like to achieve.. The problem is that I want this triangular net to be more clear - one type triangles..
Thanks.

read 1195 times
5/29/2013 7:26:18 PM (last edit: 5/29/2013 7:26:18 PM)
show user profile  luxxeon
I don't see why you couldn't use a paneling plugin for this, like the ones mentioned above. I don't know what you mean by you want the triangles to be more clear. You mean uniform? Now that you've triangulated the mesh, try experimenting with procedural modeling to get the desired effect. In edit poly, select all faces, inset slightly, then delete. This should leave you with a lattice cage of triangles. Add a shell modifier, and you should end up with a triangle facade. If that doesn't work, use Populate Panels to panel your object with triangular tiles.

You can also check out Para3D to parametrically tile the object with triangles, just like grasshopper for rhino. http://www.torabiarchitect.com/blog/?tag=surface-panelling

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My Youtube Video Tutorials:
https://www.youtube.com/user/luxxeon3d
read 1189 times
5/29/2013 7:42:57 PM (last edit: 5/29/2013 7:44:40 PM)
show user profile  luxxeon
Also, If you are interested in getting the same kind of triangle topology you see in that example image you showed us above, apply a Subdivide modifier to the top of your quad mesh. Then, increase the size parameter large enough that it splits every quad in half diagonally (basically exposing the triangulation of the quad with center edge), then use edit poly to select faces, inset, delete, shell, etc., to achieve the triangulated lattice skin.
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My Youtube Video Tutorials:
https://www.youtube.com/user/luxxeon3d
read 1178 times
5/29/2013 8:11:23 PM (last edit: 5/29/2013 8:11:23 PM)
show user profile  FX
Another option is to turn the edge direction using the Topology tools in Graphite, then select lines of verts and connect / cut them to give you the triangular mesh.

The problem with this is you need to have an even quad mesh beneath, you can get there by connecting edges, inserting loops, or the quickest way would be to snap planes to the walls of your building then adjust the segments to get even squares then turn the edges & connect, or turn on vertex snap and use the cut tool across the lines of verts.
Fiddly to do but probably gives you more control.





EDIT: I think you could get by without the parametric approach, just a few insets and extrudes are needed to get the panel form right.


read 1173 times
5/29/2013 8:34:34 PM (last edit: 5/29/2013 8:57:08 PM)
show user profile  luxxeon
I agree with FX that this is quite simple to achieve in various ways through modifiers, Graphite Tools, and plane ol polygon techniques. However, unless you keep the modifier stack intact (use edit poly modifier to make face insets, etc), you won't be able to make adjustments very easily should the client request them, so I'd recommend keeping a logical stack when doing this kind of thing if you don't wanna go with parametric panel solutions.
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My Youtube Video Tutorials:
https://www.youtube.com/user/luxxeon3d
read 1147 times
5/29/2013 11:14:54 PM (last edit: 5/29/2013 11:14:54 PM)
show user profile  FX
^^^ agreed I was assuming he was a noob and no client was involved.

Is there anyway to tame the subdivide modifier ? I understand it's purpose for radiosity, but things get funky on non uniform meshes.


read 1128 times
5/30/2013 1:54:56 PM (last edit: 5/30/2013 1:54:56 PM)
 
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