3ds Max Modeling :: Make Recessed Groves In The Black Piece
Nov 7, 2013
I would like to make some recessed groves in the black piece seen in the image. I want the two thin strips of faces to be recessed slightly into the shape.
I have tried scaling and several other techniques, but nothing is getting a uniform reduced shape throughout the U-Shape to create the recess.
• 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
Now the only thing I want to do is to cut out this:
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I used the Extrude tool just for visualization. The problem is, working with booleans apparently doesn't work for such objects, it works for freshly created clean polygons, but not for this one, when I try to use "Boolean difference" both objects disappear.
Extruding doesn't work because the faces are still there and I cannot delete them for whatever reason:
[URL].........
My cursor is pointing on the little face, but both are being highlighted. Making a hole through the the "Make a hole" function doesn't work because it only deletes faces as it seems.
Isn't there a way to accentuate darkness in the nooks and crannies of, say, a furniture piece. Sort of like ambient occlusion, but more pronounced, as if there was accumulation of dark stuff there.
I have traced out this piece of geometry using CV curve and then used loft to convert the Curves into actual geometry. I need to have one solid piece of geometry to project an image onto, how can I convert this to one solid piece? I have attached my .mb file.horro_chair.mb.zip
Any good way to make a wrinkled (not scrunched) piece of paper without using cloth simulations? I know, sounds really easy but I'm not getting great results!
I was editing my largest project to date (I'm still well a novice) and once I needed to remove a middle portion I realized how in the heck can I slide the remainder entire timeline to fit the gap? I tried the slide tools, hand tool, and the track select tool. I know host to highlight the remainder of the timeline.
I am using IV 2010. I am trying to make a 5/8" sheet metal piece with the surfaces shown. I have tried to thicken the surfaces but do not get the results I am looking for. After the surfaces are thickened I need them to be able to lay flat with flat pattern command.
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?
As I import an OBJ into max (using 2012, but it was the same for previous versions too) I edit the objects and as I delete some edges to refine it, it looks as if I break the object/polygon flow. Black smears appear near edges, none of the polys are black so I don't think it's a normals problem.
I have an image where i chopped seperate parts of different pictures, desaturated all 4, but on the one, there seems to be more "grays" in the black and white photo... i want the grays to be more black. Messing with the brightness and contrast isnt doing it...
I downloaded some 3ds models, but I have problem with some of them. Well, I see all objects in the project but when I render, the render box is totally black.
I don't know what is going on but it is getting on my nerves. I created an OBJ file for my Glock model that I'm working on and re-imported it into 3ds Max to remove any five sided polygons. 3ds Max fixes them automatically this way. This fixed model won't export as an editable mesh, it gets stuck on "preparing polymesh for poly export" and I have to ctrl/alt/del to shut the program down. After some research, a few boards say to change the mesh to a poly. Tried that and I have random black polygons appear and I don't know what to do to fix it. I've attached both the file and an image to this post. The glock on the left is my original model and the one on the right is the OBJ I imported to have four sided polys throughout.
When I am selecting objects, even in object mode I am getting this onslaught of bright yellow vertices, as though I had vertices selected in preferences or hotkeys... but I don't. All that stuff is off in my preferences. I can't seem to make it go away. Can't see faces for all the vertices cluttering up the view. Happening in all the panels.
I'm trying to make a door. But my door making tool now starts making the width, y direction in my perspective window instead of in the x direction. I'm using snap to vertex, but it still wants to go the way it wants to. It worked at first, but now now. Any thoughts on what might have changed?
I need to make about 400 selections to Subtract from a box using ProBoolean. Unfortunately it seems you have to select each individual one. Is there an easier way to do this? Essentially, I have a box and need about 400 holes punched through. I am just trying to determine the easiest way.
Right now I have to click on each cylinder one by one after I have arrayed them in order to subtract them. Does ProBoolean have an option to select multiple objects at once to subtract?
I have a 3D scanner where I can scan an solid object, & sometimes reverse engineer the object that I am looking at. 1 function that the old FaceGen used to be able to do is make a 2 dimensional object into a 3D wireframe, but I am not sure if it is able to do robotic faces. I am thinking of doing Transformer-like figures where the faces are a mix of smooth & angular vertices. If I were to plug in some of the flat 2D images that I have, I think that it would give me an ‘error message.’
- My 1st question is I was wondering if you had any CAD software that would be able to take a flat image of a face, & make it into a 3D image
- Or even able to take a pre-existing mesh, & warp it’s values to match a 2D face pattern that I have in mind.
- 1 option that 1 of the older forms of FaceGen was able to do, is to give you variations of a pre-existing face. And I am not talking about taking a 3D mesh & turning it from male to female, race to race, young to old, but different ‘versions’ of that face. 1 thing that they did with a lot of Transformers is that they recycled the same body type, & just repainted the figure to a different paint scheme, & making them into a new character. The Decepticon jets were a good example of that. 1 thing that I am thinking of doing is taking a scan of a pre-existing face, & alternating the facial values to generate different face plates so that each figure has a new face to distinguish them from 1 to the next.
I have downloaded a drawing of a Spitfire from WWII. I have made the curves with the curve tool. I cannot seam to convert them to anything else. I am trying to "skin" the aircraft so I can make the fuselage.
I am trying to use a reference image on a plane in 3ds Max but everything comes out Blurry and pixelated. I have tried the Customize...Preferences... Viewports option but the Configure driver is greyed out. it says ''Nitrous (direct 3d) 11.0 feature level 11 - ATI Radeon HD 5700'' next to Configure Driver.. (greyed out)
What can i do to make reference images not pixelated? and transparency on boxes and polygons is extremely buggy (i can only see 2% through it when alt+x)
I often work with Civil Engineers and I use line work from Civil programs such as 3D Civil and Bentley MX. These programs give me splines (see image 1). I trace over the lines to create poly surfaces which may end up being grass or concrete etc (see image 2)
I don't use the terrain command because the command is not always suitable. The lines I import often have gaps or other issues thats why I find it faster to trace over the lines to create my poly surfaces.
But if you look at image 2 it's very blocky. I would like to smooth between these surface to make the terrain look more natural. I have played with turbosmooth and meshsmooth but sometimes they screw up the surface or don't work at all.
How I could make my surfaces more natural and less blocky.
I am currently trying to make a symmetrical texture map for my character.
For example, I want the arms of a character to share the same texture pattern.
But I can't place the UV shell corresponding to one arm on top of the piece corresponding to the other arm because it doesn't match without flip.
If I'm trying to flip this shell it becomes shaded with a semi-transparent red color. But all UV shells must be shaded with blue and have a clockwise winding order. Am I right ?
Is there a way to reverse the winding order so the UVs match the original half's without physically flipping the UV shell on the U or V.
I'm working on a project that needs to make a renderable shape off a curve, the curve points are based on a random set of data - so basically I'm making a fever chart. I need the curve to go exactly along with the points, so I used bezier curve. The curve looks like pic-01
Since curve doesn't show up in render, so i'm trying to make a tube shape. 1) a polygon plane, then go edit mesh - extrude. like pic-02. The extrude division is the same amount of points 2) a nurbs circle, then go surface - extrude. like pic-03 and pic-04.
As you all can see, none of these two look good. I can understand that this is because the turns are too dramatic, but I wonder if there is a way to get around the limit and generate a graph like pic-05 in 3d.
I have a character with UVs created and a texture assigned, now I need to add some additional polys to the character, how can I make sure the new polys I add are also added to the UV set and therefore get the texture map ?
Was wondering if there is a way or a plugin for 3dsmax to use splines or nurb curves to create "Jura"-like line patters- the exact thick and thin line formation you would see on a dollar bill. To create curves, and contours, around text and shapes.
Win7 Pro 64bit I7 3680 6 core 12MB cache w Corsair H80 liquid cooling ASUS P9X79 32 GB DDR3 NVidia Quadro 5000 3TB WD
I am trying to make 1 object out of 3 closed splines. I am a max user and this command is called Attach inside max. I am presently learning Maya as my new job require the rigging to be done inside Maya and instead of exporting my controllers aswell learn how to do it in Maya...