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3 Dimensional Chat / 3d Studio Max Help

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lazerus
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Posted: 29th May 2010 23:43
Sorry forgot to update, i was using the the little box thing threhold but for some reason it was over the top in welding even at the lowest possible setting. It was kinda strange so i unloaded everything reset max and treid it again and it seems to be working. Ether the model was too small or the scale system for the threshold to work on was outof wack. seems to be working now though. An thanks for the help anyway mike ^_^

Oolite
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Posted: 29th May 2010 23:53 Edited at: 29th May 2010 23:57
Mike is right, the little square box next to the weld command will allow you to set the threshold for welding vertices.
There is currently no way that i know of to automatically weld pieces that are a certain amount of distance to each other, whilst you dynamically drag the model around, although that would certainly be a nice feature to have.
How i usually get around this is by reimporting the model into 3dsmax and placing the vertices over each other, perfectly. Then i select the entirety of the vertices inside the model and hit weld. Using a distance of 0.1 (the default) will usually deal with all of the vertices that are directly over each other, without selecting two vertices and hitting weld, over and over and over and over and over an...
A quick STL check will usually pick out any holes in the mesh afterwards for the (most likely necessary) manual retouching.
A few tips though, if you have an impressively dense mesh, then it might be best to just select the vertices that you want to weld, rather than all of them (i just do this for time). Using your edge mode, select the ring around the open edge, on both sections you want to weld. While holding shift, now select your vertex mode, this will transfer the selection you had inside of edge mode, to the vertices in vertex mode. Using the edgeloop tools (ring and loop) its a quick way of selecting specific vertices to weld together.

My method above is the long version of just using the welder modifier which will also weld any vertices in the mesh based upon a distance that you choose. I never like adding modifiers onto my stack so i do it manually, but it essentially does the same thing as my method, but will allow you to go down the stack and edit the model as it's separate parts. This modifier does require that all of the mesh exist within a single edit poly though, so however you do it is up to you.

Edit: Sometimes when importing from zbrush the model will be a lot smaller inside max than it appears in ZBrush, most likely best to scale it up if it's smaller than the grid. This can be done inside the OBJ importer or manually after you have initially imported it.

henry ham
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Posted: 30th May 2010 02:06
Quote: "How do i open the little window for reference's?"


the best way is to use maxs asset browser ,you can open multiple ref pic & have them floating over your work space or on a seperate monitor,its located in the utilities rollout.

cheers henry

Oolite
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Posted: 30th May 2010 05:46
Ahh, i completely forgot about that. Like i said before i have no need to use anything like that because of a second monitor. I haven't touched the asset browser since a (long, long) while ago, back then it was slow as anything and refused to load up a lot of my images (plus i always used to forget that the mousewheel was used to resize the image and hence why i was used to setting my own size in the render window). I guess i'm too stuck in my ways.

On a quick note, i'm working with Asteric on a little video tutorial project, but i'm wondering if anyone needs any written tutorials doing? Let me know, but yes, i still am around to help with any problems.

lazerus
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Posted: 9th Jun 2010 01:29 Edited at: 9th Jun 2010 01:30
Sorry to harass you yet again,

This has been a long standing irrataion with max,

The actual gizmo tool is off centre from the rest of the object, it can a little bit, then it can be like this, or even more annoying, it sits off a mile away, so the rotation tool is useless from the turning circle being half a mile. The other tools screw up because of the direction limiters.

So is there some function to reset/re calculate / manually move the gizmo focus>?

Ive thrown up a screen of it in the Dl.

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zeroSlave
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Posted: 9th Jun 2010 04:17
Yo, laz, check the image attached.

I noticed that you don't have the drop down box since your toolbar is running vertically, so I don't know how you can edit that part, but anyway:

The box with "View", "Screen", "World", and etc is how the gizmo will be aligned (According to the screen, world, or locally (I use this one a lot)). The next box with the small icons, is where the gizmo will be. Right now, yours is selected as "Use pivot center." Try holding down that button and selecting the second one, "Use Selection Center".

Also, you can move and rotate the pivot around in the Hierarchy command panel. If you do this, you can then use the "Use pivot center" to rotate that piece around the pivot.

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.

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lazerus
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Posted: 9th Jun 2010 14:39
Worked great mate ^________^ thanks

Oolite
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Posted: 9th Jun 2010 14:41 Edited at: 9th Jun 2010 14:42
Go to the hierarchy tab and press affect pivot only. With this option on you can manually move the gizmo to where you need it, or you can hit the center to object button to put it smack bang in the middle of the geometry.

A quick tip though, you can also use the Xform modifier to reset the gizmo for each modifier you put above it on the stack, it allows greater control over the center point for multiple modifiers. It's exactly like using the gizmo options in the drop down menu for modifiers like bend, twist or taper. The modifier will pick up the objects center point from the Xform modifier but won't ruin the transform, rotate and scale tools. Only needed if you are applying modifiers to the stack, not really needed if you're just modelling though and the best way to then is to change the object center point with the above method.

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lazerus
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Posted: 9th Jun 2010 14:51
Thanks again guys ^___^

now i know two methods to fix around it

charger bandit
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Posted: 9th Jun 2010 17:23
One question,how to I make a loop in the middle,for example I have a box and want to make a loop in the middle of the box.


Quik
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Posted: 9th Jun 2010 17:45
select all the edges which u want to cut right through, right click and click "Connect", then choose how many loops you want, then click OK.

make sure it is an Editable poly object (to make an object "editable poly" right click on it and Convert -> editable poly)

hope this helps.


[Q]uik, Quiker than most
Hassan
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Posted: 9th Jun 2010 18:07
use the quick loop tool from graphite modeling tools (that is it's name right?)

Oolite
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Posted: 9th Jun 2010 18:18 Edited at: 9th Jun 2010 18:19
Quik is right but i'll go a little more in depth with it.

Loop and Ring are edgelooping tools, really useful when creating edge loops in characters.
Here is the edge I selected.

Hit an edge and click Ring and it will select all of the edges in a ring around your mesh.

Hitting loop, will loop the selection along the line the geometry flows.

The best method to do would be to select an edge that is part of the selection you want to add geometry to and hit ring, now press connect.

There is a really cool feature in 2010 + called flow connect which will get the flow of the geometry and attempt to include a loop that matches this flow. It's a really hand feature if you're adding geometry and you have to keep adjusting the loops you're adding in.


Quik
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Posted: 9th Jun 2010 19:19
thanks for making it clearer oolite^^ well atleast i tried haha^^


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charger bandit
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Posted: 9th Jun 2010 20:03
Thanks,I totally forgot what tool was used to make the middle loops. I usually model everything by hand.


mike5424
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Posted: 3rd Jul 2010 09:12
How would i create loads of small bumps? I've tried using the connect to create squares on the area i wan't them but they deform; I don't really want to have to make one then position them 1 at a time by hand. Any ideas?

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Asteric
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Posted: 3rd Jul 2010 14:24
You could just tesselate a plane, and bevel each polygon?

mike5424
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Posted: 3rd Jul 2010 14:34
But when I edit it into the needed shape I still get the same result

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Oolite
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Posted: 3rd Jul 2010 20:53 Edited at: 3rd Jul 2010 20:54
Sorry Mike, almost missed this one.
I'm unsure about what you want to do, either of these?

Red or Green one?

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mike5424
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Posted: 3rd Jul 2010 21:03
Red one... Kind of.


I wanted to make them accross the stock of my rifle. Because the back is smaller it get's deformed.

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Asteric
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Posted: 3rd Jul 2010 21:04
DO what i and Oolite said, then cut it to fit.

mike5424
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Posted: 3rd Jul 2010 21:28
Worked perfect! Thanks asteric! And thanks Oolite!

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Oolite
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Posted: 3rd Jul 2010 21:44 Edited at: 3rd Jul 2010 21:46
I think doing it seperately and then adding it to your mesh will mess up your topology. Connect is obviously causing problems because its not square so the only thing you're going to have to do is to use connect and then redo them by hand to get a nice flow in the topology for extruding them. There isn't really a quick fix around this.

Unless i've completely misunderstood i can only offer tips to make your life easier. First suggestion would be to turn on edge constraint on so that you are only moving your edges away from the flow too much.

Any reason you aren't doing this in the normal map? Even if you are making a high poly mesh for baking down into the low poly, it'll be easier to do in the normal map. Either way, its still going to take a bit of time to get the topology down so you can extrude. The way I did the above plane was by selecting all of the polygons, hitting bevel and using "By Polygon" in the options, rather than doing them all by hand.

EDIT: I should type faster really...

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Asteric
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Posted: 3rd Jul 2010 23:30
You could also export a section into zbrush and detail it there?

Oolite, got your email, will reply now.

Quik
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Posted: 7th Jul 2010 00:04 Edited at: 7th Jul 2010 00:09
edit: nevermind, my bad.. iam tired XD


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charger bandit
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Posted: 7th Jul 2010 19:07
I am having a problem in 3dsmax. On my new pc for some reason,edges and vertexes seem to dissapear from time to time and images are fuzzy (see the MP5 picture in the back). In the image,it shows that I selected the edge which I have cut before but it does not appear anymore. What is the problem?


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Asteric
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Posted: 7th Jul 2010 23:49
charger, the first issue can normally be solved by converting it into an editable poly again. Second problem is a setting you need to change to do with viewport rendering, not sure where exactly, but you need to max the viewport settings.

charger bandit
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Posted: 8th Jul 2010 09:41
Yeah once I switch to OpenGL mode instead of DirectX I can see the lines but images are so damn blurry.


Asteric
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Posted: 8th Jul 2010 15:26
There are some specific settings you can change to help improve it, lemme whip up a quick video.

lazerus
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Posted: 8th Jul 2010 15:55
I think im falling in love with asteric, or his tutorials

Btw what are you using to screen capture. I was thinking of recording a project from start to finish. A few seem to lag or have a low frame rate so it isnt worth it in the end.

Asteric
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Posted: 8th Jul 2010 16:02
Pretty much all of them seem to lag for me, i use hypercam 2, but its not great, there is camtasia which has a editing suite to edit the recordings, but again, thats lags too. So generally i just close everything that while use any in-needed memory

Oolite
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Posted: 8th Jul 2010 17:27
Go to Customize>Preferences and then the viewports tab.

Go down and click on configure driver.

Then turn background texture size to 1024 and tick match bitmap size as closely as possible on.
Do the same for Download texture size.
Restart max and this will get rid of the blurry images.

Asteric
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Posted: 8th Jul 2010 17:30
Oh well, there goes my video You can also increase the AA for some good AA too. Oolite, did you get my email from a few days back?

Quik
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Posted: 10th Jul 2010 03:18
no need to restart max oolite, just reload the pictures =)


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Asteric
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Posted: 10th Jul 2010 03:31
NO you do need to restart it so that it can alter the GPU settings

Quik
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Posted: 10th Jul 2010 03:37
bla bla bla, if i restart max those settings reset ._.' why is that?


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Asteric
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Posted: 10th Jul 2010 04:04
You did apply them? If so, no idea :S

lazerus
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Posted: 10th Jul 2010 14:28
Theres a tick box somewhere that tells max to load the default settings on everything on each load up. I dont really mind since i tend to do all sorts when i key mash by accident lol.

Oolite
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Posted: 10th Jul 2010 17:55
Asteric, i did get your email but i'm trying to get something together before i email you back.

Quik: I've customized my 3dsmax a lot to suit what i need, my settings get saved when i change them and restart max. Even if they come up differently when i check them again the effect is still changed. just make sure you aren't hitting cancel, i know it seems obvious but everyone makes mistakes.

Quik
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Posted: 25th Jul 2010 19:00
now iam in great need of help, i seem to have lost my bar, where the "render" and "materials" and so on clickys are, so now i have to go to the "render tab" click "render" to render, hope this is enough information, otherwise ill post a picture.

thanks for help


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lazerus
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Posted: 25th Jul 2010 19:36
hotkeys are;

F10 render setup
F9 render in last rendered viewport
8 enviroment.

Thats just a short fix since i dont know whats wrong lol.

Frap
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Posted: 25th Jul 2010 20:01 Edited at: 25th Jul 2010 20:02
If you are using a dual screen you have probably dragged it off screen, going into desktop>properties>settings and moving your second screen around you may find it. Your not the first person to do this.

Alternativly in Max Customize>Revert to Startup layout. Though you may have lost this opportunity if you have since quit Max and restarted.

I suggest whilst in there to lock the UI whilst you are there.

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Quik
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Posted: 25th Jul 2010 20:20
i use one screen =P and yes way to late for that.


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Oolite
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Posted: 28th Jul 2010 04:06 Edited at: 28th Jul 2010 04:07
It is a lot harder for me to get to the internet lately so i apologise for me absence.
You haven't explained how it happened so i'm going to cover a few solutions to how you can get it back.

If you have any toolbars available you can right click on any empty space and make sure that "main toolbar" is ticked. You can also go to customize>ShowUI to toggle which toolbars are visible, Main toolbar is the one you want (which is also shortcut alt+6).
If these don't work and it is the case of you dragging it off screen you can go to 'customize>customize user interface, click on the toolbars tab and press load.

Then load up "DefaultUI.CUI" and it will reset all of the positioning for the toolbars but will leave quad menus and anything else unchanged.
As Frap mentioned you should lock your ui with customize>Lock UI if you don't know what you are doing with UI customization in max, but this won't actually stop you using alt+6 to hide the main toolbar, which is what i think happened anyway...
You may have fixed it by now, but the information is here if anyone needs it.

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Quik
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Posted: 28th Jul 2010 12:48
OH GOD I THINK I LOVE YOU OOLITE!! that was driving me insane<.< Thank you a lot =)


[Q]uik, Quiker than most

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