I was modeling a unicorn in ZBrush (because it's so comfortable and intuitive with modeling) for a film in a project of my studies and imported it to 3ds Max then, because I know how to rig and animate there (and in ZBrush I didn't even find out how to MOVE an object).
After a while I finally killed all the triangles in my mesh, but it's just... horrible. So many polys where they aren't needed, so unclean. It looks like this:
Is there an easy ways to clean up a mesh so that its easy to skin ? i am working with the mvu default mesh. someone told i have to remake my own body then redo the uvw map to match. Unfortunately i don't have the skills to do that currently.
My end goal is to increase the poly count so that my clothing look smooth and still be able to skin it easily. Mesh smooth just causes more problems.
I'm having trouble with a high poly model. It's too big for my system right now to use in a complex scene, so I want to use a MR proxy to instance it. However the model I have(I wasn't the modeler) is composed of a lot of objects, more than I'm willing to make a proxy for. I tried to make a group out of them and make that a proxy but that doesn't seem to be possible (MR proxies can only store 1 object?)
So my next step was to combine them into one object via attach, however when I do that the smoothing gets really screwed up (see attached jpgs). Any tips for keeping smoothing per object as I add them?
how can i reduce the poly count of a static mesh I made. I am attaching a screen shot of it. Rather than re-modelling the mesh or re-topologizing what can i do to reduce the poly count??
Is there a way to make an editable mesh or poly somewhat transparent when a material is applied? Think of the material being a thin cloth such as nylon. You can't see directly through it, but it isn't like a thick material such as jeans etc. I also want to make this object deform like a balloon inflating, so I don't know if that will cause issues with transparency.
What i have is a low polymodel that's quite small in scale, i'm modelling around a higher poly model, when i zoom in, the viewport clipping kicks in and parts of the model disappear, so i cant work on the small details. What i need to do is scale up both my low poly and high poly, work on the small details and scale it back down.
In maya there are multiple solutions to this; The first and most obvious would be to increase the near clip in the camera attributes.
The second would be to freeze transformations on the low and high poly, scale up the model, work on it and then scale it back to the value of 1.
The third would be to put both the low and high poly models into a group, scale up the group, work on the model, return the group back to its default size and ungrouping. Personally i would use this method to preserve the original scale values on the low and high poly models.
Is there a way of doing any of the above in 3ds max?
I have a mesh that is made up of all quads and is a pretty dense object. I need to reduce the number of faces so can make it easier to work with and edit.
Whenever i use the reduce tool it takes my mesh that is all quads and distorts it to create a mesh that looks like the second picture above. How can i reduce my face or poly count without distorting my mesh so badly and keep only quads.
My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.
I thought, can i just model in 3D max, with all that details on it, for high poly. And then transfer that high poly model in Maya, and do low poly, uv, texturing, lighting, rendering, composting and Animation too? I am interest in cinematic for game, like trailer for games, which is done from Blur and Blizzard, and BioWare too?
best way to convert a hard surface high poly model to a low poly model for use in a game engine like Unity. I know this model looks rather low poly already but there internal parts that bring this model up to about 220,000 polys. Is the best solution to remodel as low poly? Would retopo be more effecient? What about using zbrush?
I've been trying out making an alien character in mudbox.
When I have textured a multi tile uv layout for the character and saved, I come back the next day to work on the file and the UV's look like the attached file - the image for uv 0,2 is the same as for 0,1 and 0,3, the tiling worked fine while I was painting though. Is this a bug or is it something I'm doing/incorrect setup/etc. I'm using the standard install with its default settings.
I would like to have a model with a high poly count to work on, my model is 2mil polys at the moment, if I try to divide to 8 mil the app really slows down, Is there a way to get mudbox to handle more polys smoothly, I'm running 64bit Mudbox 2013 with 6gig of RAM and a 1Gig video card (ATI Radeon HD 5700). In an ideal world I'd like to go to 32 mil polys to take advantage of the 4k maps I'll be outputting - am I aiming too high with this spec? I'd like to get some nice close ups of this char and render out at 1080p if possible
I am trying to import a Polyface Mesh of a road plan to use in Terramodel. Terramodel handles .dwf and .dxf perfectly, but I seem to be having trouble preserving the elevations when importing. The polyface mesh imports in as polylines and without preserving the given elevations. I have used autocad in the past and have access to Autocad Civil 3d 2012 if need be.
Is there an import tool or command I am missing or unaware of that will allow the import to take place successfully?
I'm trying to use 3dsmax 2011 graphite freeform polydraw tools to retopologize a scanned high poly model.
Here are the steps I went through:
1-Imported the high poly mesh (.obj) 2-Converted to editable poly 3-Used ProOptimizer modifier to make the model "lighter" for my pc 4-In the polydraw tools, I selected "Draw On: Surface" 5-"picked" the high poly model 6-Selected offset 0,2 7-Created new object using the polydraw tools "New Object" 8-Froze the high poly model 9-Started retopologizing
The problem is that during the retopology process, my mesh doesn't ''stick'' to the reference high poly model... so I have to stop every now and then to adjust it which takes a lot of time.
I do know that there are a lot more specialized retopo tools like Topogun and 3Dcoat, but acquiring a new tool is not an option at the moment.
I'm trying to find a way to export my mesh to any programs that can convert my mesh to STL, preferably optimized like ZBrush is able to do.
However, in order for me to reach the desired detail amount in Mudbox I have to subdivide the mesh quite a lot and if I export the file as OBJ it is bigger than 2 GB.
If I try to import that model to ZBrush for instance it won't load because it doesn't support my amount of RAM. Is there any way at all to convert that big file to something more optimized or simply to STL without giving up on the amount of detail?
In other words, is there a proper way to use an extremely high-res Mudbox mesh for 3D printing?
I have created a big spline. When I tried to "Convert to poly", it doesn't work. Usually, as result, the spline appears with a filled. In my case, the spline disappears. I thought it might be because the spline is not closed, but it is correct.
I'm trying to model glasses. I have completed the frame and the handle. They are different parts of the 3D object. [URL] ...
Now I would like to connect them together. I tried to choose some vertixes and use cap poly tool to cap them. But it doesn't work: [URL] ....
Then I tried to move those vertixes close to each other and use the weld tool but it doesn't work either.
I have had many problems connecting different objects together with cap poly and weld vertixes tools in the past and now I would like to know is this a bug or what I'm doing wrong?
I'm trying to pose my character, for that I'm using Max. When I imported the new pose from the level 0 I load it as an import layer. And when I go to level 5, the mesh is broken. VertexID are the same, uvs. etc.
so this is the most annoying thing ever. I have a subdiv. i turned it to a poly (to get rid of the bloody shell in render view, i dont even know why its showing) when i did this previously, the shell went away when it became a poly, now its not. I'm new to how subdiv's work so am i missing something?
is there any way to convert a bunch of splines into a poly? Its going to be a city, the shape is given. I need it as a poly, now its just a bunch of splines.
I cant solve this problem with edge selection tool, my task is to create an oil barrel and when I select the barrel with edge selection tool then press setting button next to connect there is that triangle pattern in between two lines that I don't want, how do I get rid of it?
I've been working on a tyre for a while. Now i need to model the side wall with some text on it. Because the tyre has to be printed in 3d i need this text as polygons in the model (not in a texture). So what is the best way to get a 3d text on my poly? It's very important to get an valid editable poly (from each vertice start 4 edges / an edge don't has 1 face on on side and 2 on the other ...).
Is there a way to conform an object (with a thickness) to an editable poly surface, like you can with patch deform to a patch surface ? I know you can use the compound object 'conform', but that does not give the result I'm looking for.
I was hoping that is was possible to simply convert an editable poly surface to a patch surface, but then I just get "illegal surface" when I pick the deform surface.
Patch deform is great, but almost worthless if I can't use it for editable poly objects...
i have failed to convert this polygon to sub div. I have tried all cleaning options but it still wont convert. scene is attached. the error message i get is this
deleteInternalValence2Verts |body1|body1Shape; polyToSubdiv -ap 0 -ch off -aut on -maxPolyCount 100000 -maxEdgesPerVert 40 |body1|body1Shape; // Warning: Nothing is selected. Select objects or components to delete. // // Error: Command polyToSubdiv failed. Open Script Editor for details. //
I made a staircase rail made out of splines etc...
Converted the object to edit poly and duplicated + attached all the piece.
So I have this one object that is really long and this is the rail of the whole staircase.
Now I created a spline and once I select the object and add a Path Deform, the object isn't rotating correctly along the spline. At the beginning of the spline its @ 90 degrees and further down it starts to spin.
How do I make it so it's always 90 degrees to the ground?
When i try to convert Poly to Subdiv I get this message in script editor:
polyToSubdiv -ap 0 -ch off -aut on -maxPolyCount 1500 -maxEdgesPerVert 32 |polySurface8|polySurfaceShape9; // Warning: Nothing is selected. Select objects or components to delete. // // Error: Command polyToSubdiv failed. Open Script Editor for details. //
It is strange, because I fixed all non-quad faces. I also tried all cleaning options with no success.
I created a really simple missile model in sketchup and imported it into 3dsmax. The flat pollies that make up the fins of the missile only seem to exist from one direction. Do I have to give them thickness or is there a way to make them visible exturable from both sides?