Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies) Members Gallery
(516 replies)
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

First page  Go to the previous page   [01]  [02]  Go to the next page  Last page
Is it possible to use a shape as a pattern to cut out a mesh?
show user profile  Spear Chuck
Call me lazy but instead of creating geometry inside the shape, can I use Boolean (or something else) to subtract, add or delete from the plane?

read 751 times
9/9/2014 8:27:18 PM (last edit: 9/9/2014 8:27:18 PM)
show user profile  herfst1
create->compound objects->shape merge.

[edit] create a plane on the same x,y or z space as the spline first.


Extrude modifier.
read 740 times
9/9/2014 8:39:42 PM (last edit: 9/9/2014 8:40:41 PM)
show user profile  Error404
I forget what it's called, but yes you can. basically projecting the spline onto the geo, and then delete the outside surface. can't remember the exact steps to do it though.

(edit) Yep, that's it, shape merge I think. -

read 733 times
9/9/2014 8:41:00 PM (last edit: 9/9/2014 8:41:29 PM)
show user profile  Mr_Stabby
if the spline is closed you can just rclick->convert to epoly

i like garment make for this though, makes triangle topology but at least its some topology (avoids weird rendering artifacts sometimes)

read 729 times
9/9/2014 8:41:57 PM (last edit: 9/9/2014 8:42:44 PM)
show user profile  FX
Your lazy...

You can also convert the shape to a poly and run Grider on it, just used it for the very same effect.

I would suggest Quadcap Pro, but it seems to struggle with any complex shape.
read 726 times
9/9/2014 8:45:11 PM (last edit: 9/9/2014 8:45:11 PM)
show user profile  Spear Chuck
I did it with Shapemerge

Thank you all for the help
read 704 times
9/9/2014 11:53:16 PM (last edit: 9/10/2014 3:45:49 PM)
show user profile  Spear Chuck
Next is to use the Push/Pull tools in Freeform
read 664 times
9/10/2014 3:55:29 PM (last edit: 9/10/2014 3:55:29 PM)
show user profile  Spear Chuck
I got a horrible result when I added mesh to the closed spline by using compound objects->shape merge. There are Ngons and 3 sided polys galore.

Any suggestions on how to create 4 sided polys automatically with a script like Turn To gPoly ...
It's use in action

read 639 times
9/12/2014 11:48:40 PM (last edit: 9/13/2014 12:00:33 AM)
show user profile  Spear Chuck
I'd like to clean it up for import into Mudbox, the sculpting tools are a lot easier to use than Zbrush or Max
read 639 times
9/12/2014 11:51:08 PM (last edit: 9/12/2014 11:51:58 PM)
show user profile  FX
Vertex cleaner might help clean up the mesh after the shape merge

I think zBrush / Dynamesh would give you a more useable result.

read 627 times
9/13/2014 3:17:24 AM (last edit: 9/13/2014 3:17:24 AM)
show user profile  Spear Chuck
I appreciate the advice, I'm gonna commit on using Mudbox.

The learning curve doesn't seem to be as steep as Zbrush.

What I'd like to know, if you know Mudbox, is there a way to bring a bitmap image in and trace it with the Curve tools to create the outline, filling in with the Sculpt Tools
read 625 times
9/13/2014 5:56:19 AM (last edit: 9/13/2014 5:56:19 AM)
show user profile  Mr_Stabby
just occurred to me that you can just turbosmooth the garment maker output to make quad topology

read 622 times
9/13/2014 8:22:58 AM (last edit: 9/13/2014 8:22:58 AM)
show user profile  herfst1
I'd do the refine-linear-connect + surface modifier, as I showed in the last video, you'll get the best workable results that way.

But if you wanted to go the zbrush/mudbox route...

read 619 times
9/13/2014 11:30:12 AM (last edit: 9/13/2014 11:30:12 AM)
show user profile  FX
I'd use a similar approach, but I'd also run Normalize Spline to even out the verts first...not sure if it makes any difference.

@herfst1 would connecting those problem almost overlapping areas give the process something to work on, sort of guide the meshing process with some underlying cuts.?
read 615 times
9/13/2014 12:36:47 PM (last edit: 9/13/2014 12:36:47 PM)
show user profile  herfst1
Yes, it will help. But you could also just use zremesh guides to paint on your topology flow.

I'd just do it all in max using spines and surface modifier. OR do it all in zbrush using shadowbox and zremesh.

read 611 times
9/13/2014 1:01:40 PM (last edit: 9/13/2014 1:01:40 PM)
First page  Go to the previous page   [01]  [02]  Go to the next page  Last page
#Maxforums IRC
Open chat window