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This object shouldn't be doing the things it's doing
show user profile  jakeywunder
So I'm making this table thing, and I started out taking a box and using the bend modifier on it, to warp it slightly. Then I made another object, a sorta arc thing that'll hold it up (once I use symmetry modifier) and everything is gonna be fine and dandy.

EXCEPT, when I took that arc and cut it into the table, some weird polygon screw up started happening:

Uploaded with

I've tried everything from adding edges to fusing vertices to making vertices to destroy edges to chamfering then mesh smoothing/turbo smoothing.

Nothing works!

I need to get rid of those ugly lines :(

This is the object I'm trying to make:

read 467 times
8/5/2012 3:11:38 AM (last edit: 8/5/2012 3:12:13 AM)
show user profile  LionDebt
Ahh yes, this is a classic case of trying to run before one can walk.

It is easily remedied by learning basic poly modelling skillz!

On a more serious note, Smoothing Groups is what's causing you grief there. Alongside, 'bad topology'. As a general rule of thumb, when poly modelling you want to keep all polygons as quads, that is, each poly has 4 vertices and 4 edges.

For example, the face into which you have cut that hole, has a lot of vertices, producing an n-gon, and n-gons (amongst other things) cause problems wherever smoothing or subdividing is concerned.
read 459 times
8/5/2012 3:26:57 AM (last edit: 8/5/2012 3:27:32 AM)
show user profile  jakeywunder
I see! Well I just made another object, but this time I created the square, remove the polygons I didn't want, connected the empty spaces back together and then bent it. Now I have a nice rectangle cut out, which is where the metal pipe will go as shown in the image. Now what I need to try to do is to curve the indented edges without.. screwing it up >.>

Thanks for the advice!

And question, if I did have just a 4-sided polygon cut into my objects as screenshotted above, would they, when smoothed out, turn into a circular shape?
read 450 times
8/5/2012 3:37:21 AM (last edit: 8/5/2012 3:37:21 AM)
show user profile  Black Mariah
The better way to go about it would be to create the bent sides, then boolean the cuts into them. You need far more polys if you want smooth results as well.

I think it was Socrates who said... "I drank what?"

read 449 times
8/5/2012 3:42:51 AM (last edit: 8/5/2012 3:42:51 AM)
show user profile  K-tonne
ummm, they aren't holes in the ref- they're slices/ cuts in the wood which should make things a little easier for you- and to make things even easier the metal tubing covers the end of the cut (on the outside certainly) so you don't actually need to model it round- could model it square and sidestep the whole ngon problem altogether with just a couple of supporting edges
looks like it could fall over pretty easily too

Website and Portfolio

read 448 times
8/5/2012 3:44:45 AM (last edit: 8/5/2012 3:44:45 AM)
show user profile  Black Mariah
Yeah, to be more specific I mean model it straight using more polys then use a bend modifier.

I think it was Socrates who said... "I drank what?"

read 445 times
8/5/2012 3:57:36 AM (last edit: 8/5/2012 3:57:36 AM)
show user profile  jakeywunder
I do do that.. I mean I did. The problem is that when I cut into it using procutter, it turns my square into a mesh and removes a bunch of my polygons. It keeps the shape, smooth and round, but it removes a bunch of the edges.
read 439 times
8/5/2012 4:22:21 AM (last edit: 8/5/2012 4:22:21 AM)
show user profile  Black Mariah
Actually was quicker to make a 3x3 box, eliminate the outer center pieces, cap them, connect edges, and bend than a boolean would have been.

I think it was Socrates who said... "I drank what?"

read 434 times
8/5/2012 5:03:09 AM (last edit: 8/5/2012 5:03:09 AM)
show user profile  jakeywunder
That's what I ended up doing, right there. Was tricky to get the spacing correct, had to keep unbending and bending via undo and redo to get it just right for what I needed. I decided afterwards that I didn't like the blocky-ness of it so I made a half-circle ramp sorta thing and put it at the base of each indent in the square. Then I rounded it. Something has still gone wrong, it's doing a similar thing. I've saved two versions of the scene, one before and one after and I've tried to salvage it but tomorrow I might just go back and the indent smoothing part, and just be more careful to make sure I don't muck it up.

If I just KNEW what mistake I was making that'd be awesome. I can't seem to find any reason as to why what's happening is happening. All my vertices are in place, lines are good, everything is good. Yet it's screwing up still.. Hmm.. Maybe the bend thing is a bit hit or miss...

Will check tomorrow!
read 424 times
8/5/2012 10:01:54 AM (last edit: 8/5/2012 10:01:54 AM)
show user profile  Black Mariah
If you toss a MAX file up somewhere I'll have a look at it and see what's going on.

I think it was Socrates who said... "I drank what?"

read 421 times
8/5/2012 10:18:00 AM (last edit: 8/5/2012 10:18:00 AM)
show user profile  jakeywunder
Absolutely I'd love to! Erm.. How do I do that /_\
read 393 times
8/6/2012 1:21:57 AM (last edit: 8/6/2012 1:21:57 AM)
show user profile  LionDebt
Upload it to a free file sharing site. Post the download link here.

Ask Black Mariah for his email address. Send the file to his address.

Dropbox etc.
read 392 times
8/6/2012 1:25:33 AM (last edit: 8/6/2012 1:25:33 AM)
show user profile  jakeywunder
width=127 height=145 border=0/>

So that's it, I think. It looks fine at first glance (maybe my turbo smoothed items are too smooth >.>) but when you render it zooming in on the indents, the rounded indents, it's all screwed up :(
read 389 times
8/6/2012 1:30:30 AM (last edit: 8/6/2012 1:30:30 AM)
show user profile  LionDebt
Oh yeah - sorry. What version of Max are you using also? I didn't manage to open it in 2011.
read 377 times
8/6/2012 3:16:23 AM (last edit: 8/6/2012 3:16:23 AM)
show user profile  Black Mariah
Yeah, can't open in 2010 or 2012. Have I said "Fuck you, Autodesk." lately?

I think it was Socrates who said... "I drank what?"

read 373 times
8/6/2012 3:41:28 AM (last edit: 8/6/2012 3:41:28 AM)
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