3ds Max Modeling :: How To Remove Diagonal Lines From 3D Objects
Sep 6, 2013
My boss came to me with a max question and its been a while since ive used max. he has a single diagonal line on the face of every solid in his model. I tried every fix i know and nothing worked.
then we found a site and the fix worked after reboot, for all of 5 minutes and the it went back. He is using XP based pc with MAX7.
I've been getting pink or purgle lines bordering certain objects in my photographs. You can see them on the RAW images. When I merge them using HDR you can see how prominent the lines become. I'm not sure if the problem occurs in my camera (Canon T2i) or lens when I take the shot.I've tried using Color Range and the Magic Wand Tool but it is a tedious process.
I am trying to create a flat plane that is on a diagonal. In Max I remember you could zero out using the scale tool with local space orientation. How do I do this in Maya?
In the enclosed image see red arrow. The back/bottom edge of the tail is supposed to be flat. How do I get all vertices to be in one plane?
When using the Insert Edge Loop tool, the inserted loop want to go diagonally instead of straight across the two loops. what some likely causes for this is?
I think this features is on a programas like painshop and similars, but I can't find it on photoshop, I want to do geometrical shapes using the pencil tool with soft edges.
horizontal nav bar just create few lines and copy/paste. Don't know if there is the professional pattern way. Or even if you would use it in this case.
Then there is the diagnol lines, very thing and sharp.
I seem to have forgotten how to create stright diagonal lines. Whenever I draw a line now, whether its diagonal right away or I rotate it, it seems a little pixeleated, if thats the correct term.
is there an easy way to bend a line or text? For example bending a vertical line to a 90degree postiion.
Can one create diagonal guide lines in GIMP?... I couldn't find anything when searching the tutorials section.
I just made my diagonal guides with a top layer and drawing with a small white brush... but it would still be nice to know if diagonal guides can be created.
I am working on a multimedia project using Premiere CC - a friend of mine was translating an interview using cs6 Premiere.He sent me the project file and when i opened, everything seemed fine on the different sequences besides one.
It has grey diagonal lines and no audio or visual, then all of a sudden it kicks back in? It is visible in the preview window however, so it isnt corrupt or anything
If i drag the clip shorter, the whole program then goes whack and crashes.There should be audio and visual in the grey diagonal area, as there is subtitles like shown.
What I need to do correctly, I'm sure the picture will explain better. I know I could use multiple masks stacked on top of each other or some similar method, but I'm looking for something less convoluted and neater.
we get rasterized diagonal lines when printing from AutoCAD on that Printer in A0 format, straight lines are ok.
Printing FIRST to an PDF printer an THEN to the T520 ist also ok (this is what the customer currently does and the quality is good). Got some suggestions from a local ACAD dealer (max. details in the printer driver) but no success ...
I new to 3ds max and watched a bunch of tutorials, but I'm having trouble trying to do something simple like moving one box on top of another box.
For example, I created a table and now I want to create a lamp and put it on the table. Is there some way I can just move the lamp and have it snap to the surface of the table when it's near?
I have a Unwrap UVW modifier applied to an editable poly object. I used point to point seams to create the seams I wanted. There are a few seams I would like to change, how do I remove a certain selection of the seams that I want to remove?
AMD Phenom IIx4 945 3GHz || 8GB Ram || nVidia GeForce GTX660 Microsoft Windows 7 Home Premium - Service Pack 1 (64-bit) Autodesk 3dsMax 2014 x64 - 16.0 SP2 student
Is it possible to map a grid of objects, say several small spheres, over the surface of a larger sphere?
For example, the smaller spheres would simply be arranged in a square grid, say 6 x 6, or 36 total spheres. Then I want to take that square pattern of spheres and map it to the surface of a larger sphere.
• Intel i7-975 - 3.33 GHZ • 24 GB RAM • Samsung 256 GB - SSD • NVIDIA GTX 295 • 3ds Max 2013 • Windows 7 - 64 bit • SpaceMouse Pro
I'm having trouble modelling smoothed polygon objects in non-destructive ways, meaning editing the poly model often messes up the TurboSmooth applied to it. Example pic below.
Some tips or tricks to add details to objects in a better way? I know about adding details using separate floating objects, but it doesn't look very good close up.
I am looking for the same function in Maya that I use alot in 3DS. In 3DS, you can "Merge" (import) models from another scene (file) into your current one. It allows you to pick a single model from the imported scene to be imported into the current scene.
I know Maya has the import function but it seems to import all the objects. I just want to import a particular model.
Is this possible in maya?
3DS Max 6 to 2009, Maya 2010 NVIDIA Quadro 1700, Quad Core 2.67GHz, 4Gb RAM [URL]....
I am having some difficulty getting objects to exactly align to another. When I zoom in as much as I can I see that the two objects edges are not exactly aligned to each other on one axis despite having the same co-ordinate values. I am working in meters unit value. I have tried going to millimeter unit setup but I still have the object aligning issue using what seems to be the finest level of movement - 3 millimeters per movement action.
I can't rotate anything in 3ds Max anymore. The only way I've found is to go via the hierarchy pivot box (left hand menu), which isn't much of a workaround.
The rotate gizmo appears, the pie slice appears, angle numbers change when I drag but nothing moves. Is there a quick way of resetting 3ds to defaults? I presume I've switched something on or off that I shouldn't have!
I can rotate merged objects, just not native ones. I grouped a lorry with a box (I wanted to put a logo on the box for the side of the lorry) - when I rotated the lorry, the box stayed put!
Being a transplant from AutoCAD I am used to using ctrl+1 to change the properties of selected objects. How is this done in 3DS? I would like to change depth of the cylinders...
i'm trying to close a gap between 2 objects to prepair it for 3d printing (a halo ODST recon helmet for halloween). i had found a bunch of papercraft models but those won't print properly as they are on my replicator so i'm trying to make the pieces thicker so they have real substance. i've attached what i've got so far.
as you can see, there is a gap between the inside and outside of the object that needs to be closed.
i've tried "fill hole" but that fills the entire space which is unacceptable. bridging is no better.
i've never taken classes for maya and don't have much money for books. What is the procedure to properly close that gap,
1. In both AutoCAD and Sketchup you can rotate objects relative to the objects existing angle. In AutoCAD, for instance, you can start the Rotate command and select the object, enter the rotation base point, and then enter a reference point (such as the opposite end of the line). Sketchup's rotation command operates in much the same way.
2. Finally, is there a way to save a custom rotated view, so I can return to it on demand like the default views (top, left, right, back, bottom)? As you can probably guess I am working on building design that has some non-orthogonal lines and I am just looking for some workflow tips for modeling non-orthogonal components in 3ds Max.