3ds Max Modeling :: Combine Two Meshes?

Oct 15, 2012

I have two large meshes, an existing site and the new grade. I have tried just attaching them, but there are a lot of gaps where they meet. And in some places the existing shows through the new where they have removed grade. How can I combine these into one seamless mesh?

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Maya Modeling :: How To Combine Two Meshes With Different Colors

Jul 23, 2011

why is it that anytime i try to combine to meshes (which were originally one mesh to start with) with different colors on them i loose the colors on both after the combine operations is invoked? It's pretty much a door with one color on one side and another on the other side. I extracted the face then painted it a white color after painted the other side a dark color. When i position them back to combine the colors disappear and goes back to that default grayish color.

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Maya Modeling :: Bridging Two Meshes

Sep 15, 2010

I'm new to Maya and am trying to bridge two meshes in the first modeling exercise (to make a helmet). The instructions said to select Select > Select Border Edge Tool and then to select the 5 border Edges on the original polygon and then the 5 on the newly created bottom part and then I am to select Edit Mesh > Bridge and to set the division to 0 and then to check Bridge. I did all of these steps but then this "// Error: Invalid selection : polyBridgeEdge requires equal number of border edges to be selected for source and target selection." appears. I've tried choosing different numbers on each side to see if that is some how the error.

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Maya Modeling :: One Way Instancing (reference Meshes)?

Jan 12, 2012

Do maya have a way to reference meshes (like in softimage/max)? Its basically like instancing a mesh. However tho changing the "parent" object will change the "child", the child wont change the parent.

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3ds Max Modeling :: Merging Hollow Meshes For 3D Printing

Jun 10, 2013

This is part of a project to 3D print models of cities using data extracted from public sources.  I have extracted the model data for cities, but cannot get models that will print correctly.  From the attached file, you will see that I created a simple standard primitive rectangular base, but there are also sorts of holes in the meshes of the cities. Do you 3DS wizards know any way to :
 
1) combine the solid rectangular primitive so that it will be solid through the meshes that it intersects; and/or 
 
2) fill the sometimes hollow 3d building models so that I can print them (regardless of the interiors).

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3ds Max Modeling :: Merging Building Meshes Into One Solid?

Apr 18, 2013

i did a 3d max building, and its all in different layers..ie.wall, floor, windows, doors etc. it is quite detailed. so there are currently 119 meshes! how do i make it so the whole building is just one solid building, without all those meshes?

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Maya Modeling :: Multiple Textured Meshes

Oct 30, 2013

Is it better to texture multiple meshes of a same object as opposed to unwapping and texturing just one mesh and then duplicating the object over and over?

Fox example, I'm working in Maya and I'm modeling a grocery store. And let's say I'm about to texture an isle with bagged snack chips. Do I unwrap every UV from every bag of chips and texture them individually or is it better to unwrap and texture just one bag (mesh) of chips and then duplicate object multuple times to get the whole isle of chips.

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3ds Max Modeling :: Loft Generated Meshes Getting Twisted In All Directions

Dec 15, 2011

I'm trying to create a "wipeoutish" track using splines. In fact, the track itself is generated by a tool and I want to use it in 3dsMax to create the environment.

So i'm importing the spline into 3dsMax, create a template spline and use "Loft" or "Sweep" to extrude the model along the track. But whereas everything works if my track is perfectly planar, I get some crazy stuffs if there's even the slightest change in the Z axis.

I've tried disabling Contour (then the track is horizontal but there are problems at each turns) and Banking but I can't seem to be able to get a perfectly horizontal track using this way.

Is there a way to force the normal of the generated Track to be vertical ? (get the green track over the spline used by the blue track ...)

3dsMax 2011 (x64)
Windows 7 x64

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Maya Modeling :: How To Combine Extruded Faces As One Mesh

Mar 3, 2011

I am using maya 2011. I have a simple roof, which i extracted faces from the small house (see pic1). However, when i smooth the roof, all the extracted faces went smooth individually (see pic2). How can i combine all those individual faces i extruded, to make into a single mesh or polygon, so that when i press 3, it will smooth like as in pic3 rather than individually.

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Maya Modeling :: How To Combine And Mesh Vertex From Middle Of Object

Sep 7, 2012

I have problem when i duplicate polygon another side of model. The object is not smooth, it look like different model. I try to "combine" and "mesh" vertex from middle of object. but it still same. The polygon will smooth if i use "smooth tool". But i need low polygon for transfer map from high polygon to low polygon. but it not work, because low polygon look like different model.

I need smooth low polygon, but not to much smooth. I need only when i duplicate polygon, it not look like different model is okay.

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3ds Max :: Turning Lines Into Meshes

Feb 9, 2014

I'm busy making a map during which I've been working with creating a line around the shape of the island and then converting it to a editable mesh. On 55 lines it worked, then on 4 it didn't. Turning them into an editable mesh gave me nothing. I don't believe I did anything different with them, though I might have set 1 point or so differently.

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3ds Max :: How To Scale Meshes Properly

Mar 10, 2013

[URL] as you can see in the attachment. I need to scale the boot fits into the feet properly. I have tried to do that by adjusting polygons and vertex but it doesn't make a good result. I am wondering is there any sophisticated method to exactly fit the boot into the feet without any clipping and extra space as seen in the image.

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Photoshop :: 3D Render - Meshes Won't Move

Apr 18, 2013

the bugginess of Photoshop 64 bit CS6 Extended 3d (v13.0 x32 -- no updates since launch??) on a Windows 7 x64 workstation. It constantly crashes, renames my layers, and scenes will suddenly go into the netherworld requiring a PS restart.
 
However, after spending hours assembling a scene with just 3 simple postcard meshes, I can no longer affect the meshes' coordinates or sizes either by dragging or typing in numbers in to the properties panel -- after attempting a move, it shows the busy cursor for a second or two and then puts the mesh back where it started. To add insult, it adds an undo state to move the mesh back! I tried restarting PS to no avail.

I hesitate to re-assemble the scene with a new file if this is a common occurrence.

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3ds Max :: Frozen Meshes Completely Disappear?

Dec 20, 2013

Whenever I freeze an object, either with "Display Frozen meshes in gray" turned off or on, they disappear completely from the scene. Even though they are still there, because if I "Unfreeze All" the meshes will pop back in the scene.
 
Almost as if freezing the object also automatically hides it, which is very problematic.
 
Using:
 
Autodesk® 3ds Max® 2014 16.0 SP3 commercial
Windows 8.1 x64
Nitrous ( Direct 3D 11.0 Feature Level 11 - NVIDIA GeForce GTX 780 )

----------------------------------
Specs:
Autodesk® 3ds Max® 2014 16.0 SP3 commercial
Windows 8.1 x64
Nitrous (Direct 3D 11.0 Feature Level 11 - NVIDIA GeForce GTX 780)

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After Effects :: How To Blend Between Gradient Meshes

Feb 16, 2014

1) how to import editable(or live) gradient meshes into After Effects or any other software?,(blend objects now import!)

2) How to Blend between gradient meshes?

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Photoshop :: Merge Saved Liquify Meshes?

Jul 30, 2009

I have a number of meshes that I have applied to a single layer. I want to run these within an action but I don't want to have the pain of loading all of these meshes many times. Is it possible to merge them all into 1 mesh so I can just run the liquify command once?

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AutoCad 3D :: When Render Lines And Meshes Don't Show Up

Jun 12, 2011

[URL] I have an instrument drawing with 3d and hatch meshes and some lines. When I render the image the lines and meshes I have do not show up. is there any way to fix this? I know rendering is only for 3d objects (now that I have read up on it) but what about the lines in a drawing that you need to see in the final image?

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3ds Max Animation :: Character Weighting With Multiple Meshes On

May 24, 2011

I have rigged a character and am skinning. I began skinning the characters base mesh than began to skin his accessories ( Molle Vest, elbow guards etc.) for some reson when i begin weighting these objects it affects the weighting on the base mesh.

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3ds Max Animation :: Create A Bone System That Uses Meshes

Jun 23, 2012

I currently have a model made of a few different meshes (head, body, upper/lower arms etc...) which I have linked together. I primarily animated by rotating the joints of the model, but it just isn't cutting it anymore.

Is there anyway I can create a bone system that uses the meshes as the "bones"? I'd like to be able to do that so I can change the models for every part of the robot seperately in my game by changing the mesh associated with the bone. I've tried searching google and youtube but I'm not really sure what to search for.

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3ds Max :: How To Set Pivot Point Of Eyes To Be At The Center Of Their Meshes

Feb 14, 2012

I have a character model I got from the Evolver site before it went offline.

I need to set the pivot point of the eyes to be at the center of their meshes so I can use it in Face Robot.

I do this by clicking on the eye object and "Affect Pivot Only", "Center to Object". This works but when I export the model as FBX the moment the export has finished my eyes have both jumped to the the floor and my pivot is still in the correct place. When I import the FBX into Softimage I see the eyes are now on the floor. I also have the same when I try to do the pivot point in Softimage [URL]....I am a competent modeller however a begginer when it comes to Autodesk's software. Is their some property on the model that could make it peform liek this, does it have something to do with the bones/skining?

i have spent the last 2 days trying to move an eye balls origin

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Photoshop :: Ragged Shadows In 3D Images / Meshes Created From Greyscale?

Nov 26, 2012

I am having a problem creating smooth 3D images.I have been taking a 16-bit greyscale image with a various domes and other shapes with systematic gradations of greyness 'impressed' onto it. From this, I use the "create 3D mesh from greyscale" to create a surface whose depth is based on the values in the 16-bit greyscale image: this greyscale image becomes the "Background Depth" layer in the 3D image. I then add a Background layer (that exactly matches the greyscale image) to the 3D image, which will determine how the 3D shape will be coloured.
 
I then force ray tracing using the "Quality: " "Ray Trace Draft" or "Ray Trace Final" and the result is a 3D surface with some shadows. Okay so far, BUT the surface is a bit pitted, a bit ragged, not smooth, the shadows have jagged bit in - it's just not very good, in fact, it's unusably poor.  Even if I apply some filtering to the greyscale image to smooth out any nasty discontinuities there may be in it, the final 3D surface is still pitted, with jagged shadows etc.
 
If I look at a wireframe version of a 3D image, it is clear that the resolution of the starting image is better than that of the wireframe image: there are several points in the original image to each point on the wireframe image (that is to say, each vertex in the triangles that make up the wire frame image is several points away from each other vertex).
 
When I look at the sample images in tutorials etc they look incredibly smooth and appealing. Why cannot I produce the same quality of image?  Are there some settings in the Edit->Preferences->3D panel that I need to reset?  Some way of increasing the number of triangles in the wireframe model?
 
I have posted a sample of the grayscale image, and a sample of the 3D image that this greyscale image produces when converted into a mesh. (I've saved them as JPG files, which forces the 16-bit greyscale into 8-bit mode. But the original conversion to a mesh was performed using a 16-bit greyscale image).

I am using windows 7 on an HP Pavilion Laptop, using OpenGL to draw the graphics.

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Maya :: Poly Meshes Built In 2013 Won't Open In 2012?

Aug 4, 2012

Have the "ignore version" flag on, but I get this weird message:

The mesh 'standard_exterior_wall1Shape' has no '.fc' attribute. //

for ever mesh I've deleted history on.

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Mudbox :: Move Symmetrical Independent Meshes Around In Space While Maintaining Symmetry?

May 19, 2011

How do I move symmetrical independent meshs around in space while maintaining symmetry?

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AutoCAD 2010 :: How To Split Solid Object Into Group Of 3D Polygon Meshes

Dec 17, 2012

I drew a solid model of a structure in Autocad 2010. By using that model, I want to make a FEM analysis in Sap2000. The problem is that Sap2000 takes only polygon meshes (not solids) in 3d. The question is that how can i make a group of polygon meshes of the solid model that represents the structure.

(Since i am not an expert of Autocad, i will be glad if the solution is explained in a simple language.)

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Illustrator :: CS6 To CS4 - White Lines Along Edges Of Semi-transparent Gradient Meshes

Feb 17, 2014

I recently invested in CS6 Production Premium and I've just tested legacy support by saving an Illustrator CS6 image in CS4 format.
 
The image contains a number of semi-transparent gradient meshes used for highlights.
 
Having loaded the saved CS4 .ai file in CS6, white lines appear along my semi-transparent gradient meshes (see the attached screenshot).
 
What's happening is that the anchor points with 0% opacity in CS6 suddenly have 100% opacity when I load the saved CS4 files in CS6.
 
Is this a known error? If so, how/where do I report it?
 
Here are the relevant CS6 and CS4 files: [URL] ....
 
There are no white lines when I save the image in CS5 format and load it in CS6.

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AutoCAD Inventor :: Merits Of Layout Modeling Or Multi-Body Part Modeling?

Nov 16, 2012

As CAD administrator at my company, which is in the process of implementing Inventor/Vault, I am quite sold on the Layout Modeling/Multi-body part modeling functionality that Inventor supports.  Among other things I believe there is a large payoff in assembly stability and simplicity.  However, this workflow is very different from the conventional methods of modeling individual parts and manually constraining assemblies. URLs....

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3ds Max Modeling :: Castle Tower Modeling - Make Stone Facets Go Sideways

Dec 22, 2012

How best to make the stone facets go sideways into the main tower. As you can see though it doesn't make a whole lot of sense. How I could achieve such results?

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3ds Max Modeling :: How To Make Chair Part Nurbs Or Poly Modeling

Oct 7, 2011

How can i make this chair part nurbs or poly modeling?

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Illustrator :: Multiple Sublayer With Multiple Gradient Meshes?

Nov 1, 2012

I successfully finished my first gradient mesh… Now, I tried to create another gradient mesh… As a sublayer under a parent layer called left eye… The left pupil was a sublayer also…
 
Illustrator through a fit when I try to do this… It went ahead and let me create the sublayer and gradient mesh, but… It wouldn't let me color the second sublayer/gradient mesh…
 
The newly created sublayer/gradient mesh had the same color as the first sublayer (the same color being the small horizontal tower that colors your different layers).
 
Maybe I'm just missing a step somewhere, to be able to have multiple sublayer with multiple gradient meshes?
 
I'm fairly new to illustrator and graphic designer, but… I'm starting to pick up on the features pretty quickly.

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3ds Max Modeling :: Sketchup Modeling - Crinkled Paper Mass

Sep 26, 2013

I am fluent in sketchup modeling but have had no success in attempting to model something similar to the crinkled wall mass in the attached image. I have d/l'ed 3dsmax for 30 trial and trying to learn on the fly, which is difficult.  before i spend too much time trying to to achieve a crinkled wall mass?  in my first attempt i was able to create a rectangle, add modifer of garment maker and apply cloth attributes (and ripple) to it but it's too smooth around the edges although it had amplitude to it. 

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Maya Modeling :: Character Modeling From Animation Academy

Oct 14, 2011

I have a problem when I am modeling my character or rather the character from the animation academy. I have created an NURBS sphere and I want to adjust it to the arm, so I go to the component mode add some isosparms and then it happens!!! I can´t move any vertexes... but in the object mode I can move the hole object.

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