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3 Dimensional Chat / 3d Max versions of Maya command

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Dave J
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Posted: 12th Jan 2004 08:11
I was just looking over some tutorials to try and find a way to do high poly modelling that I might find easy when I came across a really good Maya tutorial that used Create polygon and Split polygon commands.

I use 3ds Max so I'm not sure if there's the exact same command just under a different name. I gather that create polygon is basically just placing vertices and then creating a polyon from them so I think I have that one. I'm not sure about split polygon though, I think that might be the same as the "Cut" command but the cut command in 3ds Max doesn't seem as versatile. For instance, in Maya you can click anywhere at all in the created polygon with the "split polygon" command and it will make a direct line to it while the "cut" command in Max only allows you to cut to certain places. So my question is, does anyone know if Max has a command more similar to "split polygon" or even if there's a plugin that can do this? Cheers.


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QuothTheRaven
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Posted: 12th Jan 2004 08:43
Max's cut command requires you to draw a line from one edge to the other, and it will create the cut in between. Just turn on snap to endpoints and midpoint, and there you go.

Shadow Robert
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Posted: 12th Jan 2004 08:47
Create -> Shapes -> Line

once you've created your shape right-click -> convert to... -> convert to polygons

on that menu use poly selection and go down in the Geometry rollout to Cut

but be warned, compared to Maya's polytools; Max's are useless


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Dave J
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Posted: 12th Jan 2004 11:01
So basically 'cut' is the only option I've got and there isn't something as good as the split polygon in Maya? Damn.


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Shadow Robert
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Posted: 12th Jan 2004 11:52 Edited at: 12th Jan 2004 11:54
unfortunately not, until some clever max boffin' can create a MaxScript or plugin to Split Polys like Maya can.
but i wouldn't suggest holding you breath waiting lol

remember having an argument with Fred (Sir Manfred) about this infact, because he poly models in max all the time. Didn't believe that Maya even had these tools, fact of the matter is Maya is more expensive simply because it's tools are far more developed.
After all it is THE oldest development package there is

i'd suggest box modelling more in Max, using the Mesh commands to produce what you need ... it's much easier.

[edit] this might help you out though ^_^

Paul Steed, creating Sleeg -> Part1 ; Part2 ; Part3


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Dave J
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Posted: 12th Jan 2004 15:35
Ahh thanks. I'm happy with box modelling for low-poly models but I don't find it all too useful for higher detailed models. I think I might try editable splines and subdividing with surface tools. Hopefully that will work out.


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actarus
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Posted: 12th Jan 2004 16:10 Edited at: 12th Jan 2004 16:10
-I think I might try editable splines and subdividing with surface tools. Hopefully that will work out.



Then this is the tutorial you want.

Dave K's Poly Modeling with splines:

http://www.thehobbitguy.com/tutorials/polymodeling/index.html

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Shadow Robert
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Posted: 12th Jan 2004 16:53
dude... that tutorial is Split Poly modelling o_O ... AND it's in Maya!! hahaa

spline modelling is TOTALLY different, i wish i could find the original tutorial i used on polycount to get me into Max's spline modelling.

the cut tool in Max isn't like totally useless Exeat, just in Mesh Mode you have to remember you can only cut from edge to edge and in poly mode it creates the additional edges for you automatically.

what i love about Maya's polysplit so much is that it rearranges the edges around your cuts, and if you select internal vertex and press delete it'll do an intersection delete; so all of the edges get vertex where they intersect and the original vertex are deleted
very very cool and useful feature :: sighs :: wish Max would get with the times, even SoftimageXSI has a similar feature.


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actarus
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Posted: 12th Jan 2004 17:04 Edited at: 12th Jan 2004 17:04
I don't think he should overlook it because it's in Maya.

Maya being arguably the most documented software on the internet makes it quite easy to find the equivalent tools.

I'm not too fond of maya but the communities are great.

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actarus
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Posted: 12th Jan 2004 17:12
Denki,you should add what version of Max you're using as the tools or their accessibility may differ from R4 to R5

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Dave J
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Posted: 13th Jan 2004 01:07
Actarus, actually that was the whole point of this thread. I found that exact tutorial that uses the "Create Polygon" and "Split Polygon" commands in Maya and my initial post was asking 3ds Max's corresponding tools. lmao.

What I was trying to do was find a tool that could go around the contours of the face like on the second page of the tutorial and leave me with a fairly detailed poly model that I could edit. Spline modelling looks like it can do the trick, only annoying part is I need to have quads for the Edit Patch modifier to work. Not really that big of a deal though.


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actarus
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Posted: 13th Jan 2004 01:35
To make an object out of vertice similarly to Xsi where you use the create poly tool and click on-screen in max,you need an object's data first so;

Make a cube,

Convert to editable poly,

Go in face mode and select all,

Delete them all(faces) and you should have an empty object,

Now get in vertex sub object mode and add them as you want using the create tool,next go in polygon mode use the create button to cretae polygon

Note that tracing point by point,curve by curve such as in the hobbit guy's tut doesn't really give you an artistic feel of digital sculpting.

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Dave J
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Posted: 13th Jan 2004 02:35
Yeah, I know that bit, I actually found a plugin that can create the poly automatically like in Maya. The tool I couldn't find a replacement for in 3ds Max was "Split Polygon", the best Max has is "Cut" which is just not up to the standards of Maya's one.

You haven't been reading any of the previous posts have you?


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Dave J
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Posted: 13th Jan 2004 02:49 Edited at: 13th Jan 2004 02:51
Okay, I created splines with lines and then converted it to an Editable patch and it worked perfectly. I then want to convert it to an Editable Poly or Mesh so I don't have the 4-sided polygon restriction. I have all my vertices set to 'Linear' so it looks exactly like it would as an Editable Poly but when I actually convert it I get about 40 extra vertices within each Poly, like this:



As you can see with the first 3 polys on the forehead, I can just delete them and all isolated vertices and then recreate them with the "Create" poly command and click on each vertex in the poly but I don't want to have to do that for every single poly. It just seems like wasted time.

Is there a way around this? Or did I do something wrong? I have the feeling that there might be some option in one of the rollouts that I've missed that might let me prevent it from creating all those vertices but I'm not sure.

Edit: Oh yeah, I just remember Raven mentioned both Maya and SoftImage had a tool that gets rid of the internal vertices but Max doesn't. Damn you Max! lol.


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Dave J
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Posted: 13th Jan 2004 03:06 Edited at: 13th Jan 2004 03:07
Yay, problem solved. There was a "Surface" group under Editable Patch and by changing all the Steps to 0 it didn't make any extra vertices when I converted it to an editable poly.

Thanks anyway, everyone.


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actarus
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Posted: 13th Jan 2004 04:06 Edited at: 13th Jan 2004 04:08
-the best Max has is "Cut" which is just not up to the standards of Maya's one.



Err,that' unless you DON'T have the meshtools installed or a later than version R5 because connect is way better than Cut,who still uses cut really,except people using R2.5?

Actually,it still doesn't have anything to envy to maya's tools but it's better than nothing,hey it's max.

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Dave J
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Posted: 13th Jan 2004 05:23
I have the Meshtools plugin but connect doesn't really seem to be anything special to me. It basically just does "cut" automatically like most of the MeshTools commands, they're basically all shortcuts for ones already built in 3ds Max.


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Shadow Robert
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Posted: 13th Jan 2004 08:53
yeah i noticed that too Exeat, as i got them after everyone was hyping about them ... next to Maya :: sighs :: useless

lol ho well ^_^
you know when you work with splines there is a VERY useful tool called Intersect, i use it alot on belzier corner splines.
Because you can setup the arc of the spline and then of another one, set the Intersect distance and click and it creates vertex which you can just fuse ^_^
saves alot of time oftenly, especially when making the cages for vehicles.

problem that annoys me with Max is all of it's tools are so bloody buggy, i mean comming from trueSpace2 -> Max4 i thought it'd be fine, but some of the tools are unbareably bad!


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Dave J
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Posted: 13th Jan 2004 12:38
Hmm, I've never used Intersect before, will have to give it a go. Thanks.


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