3ds Max Modeling :: Make Selections To Subtract From A Box Using ProBoolean
Sep 21, 2012
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 the selection saved, I want to load another selection within while subtracting ? I tried the boolean methods, I searched the manuals, even AdobeTV for an answer, I know it can be done, I'm having a brain fart
Im trying to subtract a 3D spline from a wall to make a archway. Both are editable polys. When I subtract the 3D spline from the wall using boolean operations It shows the wall as hollow, normally this doesn't happen when I subtract other objects from the wall so what I need to do. I tried looking at existing threads but the only suggestion is collapse the stacks, something that is already done.
I am in the 3d modeling view, and have extruded closed polylines. when i go to subtract the object inside the other it won't subtract the command says <Modeling Operation Error: failure in face-face intersection merging algorithm>
So I have 2 alpha channels. When I try to make a new selection intersecting those 2 alpha channels, there is always about 1 px that is not selected...
In the image the black pixels are the new selection, and red pixels are one of the alpha channels. No matter what I do, I can't make the new selection completely "fill the red pixels".
After invoking the color range command, I movedmy eye dropper over the image, (in this case, the large cloud) and clicked. Nothing is selected...nothing appears in the preview window. Alone, the eyedropper tool works well.
I tried color range with different images with the same result. Using the same images with the exact settings, I then tested them using color range in CS5.2 . It worked properly.
Can one make different (rectangular or otherwise) selections on different layers?
[e.g. I need to "fade" parts of an image in one layer, and need to "blur" different parts of the same image in a different layer... and want to save the different selections (each for "fade" and "blur" layers) for easier, future edit.]
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?
I'm using 3dsMax2011 and having an issue with ProBooleans not animating over time when rendering. I'm using a curved box to subtract from a curved object. If you scrub the timeline and render a single frame it displays and renders just fine, but if I render over a range, say from frame 115-160, the boolean never works. I've Started from new, Deleted the old substracting mesh and redrew Merged objects into another scene created new Boolean test with new objects but nothing seems to work.
I am trying to fill a selection in one picture with a selection from another picture. I am having problems scaling the selection to fit exactly. i still have an outline from the other (previous) selection.
I opened both images up side by side, Adjusted the view on both to 33%, made my first selection, hit control + c, made my selection on the other picture (Exact same shape), hit control + v + shift, then edit>transform>scale, then shift+drag.
Can't get it to line up. I also tried layering the two images then reducing the opacity of just the selection, but photoshop reduces the opacity of the entire layer instead of just the selection,
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 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 ?
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
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...
i've modeled a character or two from scratch in max. (nothing spectacular) I also used a character pack a few years ago. I was wanting some info on the best way to model a new character. I would like opinions on zbrush, poser, etc. Something that is very compatible with max.
What is the process that you take when creating a character. Don't feel the neeed to write a book I get the basics. Been out of the game for a while, but very glad to be back. Been playing around with fumefx, houdinni ocean, and ivy lately.