3ds Max Modeling :: Particles To Mesh Using Mesher Compound Object
Feb 24, 2014
My mesher from particle system has trashed the material ID's from the particles. Is there a way to use mesher compound object while keeping the material ID's.
Also mesher object seem to crash Vray. It'll render in scanline, but again the ID's are gone.
But during the first analysis, it stopped and gave me a message saying: Improper constraints, material or mesh..Then I went on the internet for finding a solution, I came up with 1 solution - to set Average Element Size to 0.040 instead of 0.100.
After I tried this it came up with yet another "error": Mesh failed: Very large number of elements generated, mesher cannot proceed further!
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.
I have some particles that i've used the Instancer (Replacement) on to turn into a mesh that I have modeled and place throughout the scene. Now I want to convert the instanced particles to regular geometry.
I'm working on a project and I need to use the free distort tool + ctrl (command for mac users) but it won't work. I found out that I need to convert it to a smart object, from another disscussion, but right clicking the name of it in the layers menu isn't working. I'm using CS6 by the way.
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 have recieved an dwg file with the hight infomations of a valley. My task is to convert these splinelines into a mesh so we have a model that can be populated with trees. Is there an easier way beside pulling it out by hand?
I'm missing a shrink tool or modifier which can shrink a mesh. I don't want to scale it down because it's preserving the proportions but that is not what I propose to do.
The Shell modifier for example extrudes the polygons along their local normals. This in reverse I'm trying to do.
Think about a banana and you will get a copy of it in a smaller and thinner way because you have modelled the shell of the banana but not the flesh in it. I think that explains the difference between shrinking and scaling.
I would like to move two different vertex, from different mesh, at the same place. I thought maybe I could put a guide or a landmark to the position I want the vertexes to be. I can't find anything about guides in 3ds max
I am having a trouble when a try to bend a "Editable Mesh" element. I need to bend the "Peca1" and it need to looks like the "Peca2" (booth in attachment or in skydrive [URL]......
I have a mesh which is derived from a heightmap. It represents the water surface on the terrain. I need to tile the mesh so that I can apply each piece to a separate terrain tile in the Unity game engine.I'm working in meters so I guess just importing the mesh and converting to meters on input would set up the mesh extents correctly. The mesh will be square covering the entire world extents.How do I set up a grid and slice the mesh precisely along that grid? Are there any methods in Max, or any scripts? It would also useful if I could scale the mesh in the Y (height) axis to change the span. How to do that?In addition, I need to delete parts of the mesh. The triangles will always be along the same plane- for eg, any triangle on the plane in the pic. Is that possible? I don't mind editing manually, but I'm wondering if there's a more quick way to do it.
Is it possible to subdivide a mesh by using a grey scale image?
Work Computer - Max 2012, Core i7 3.6, 6GB RAM, ATI FireGL V7700 512MB, Windows 7 64bit Home Computer -BBC Electron with tape player and a copy of creepy cave
is there a max plugin that identifies errors on a mesh? I have a .obj file I imported. I know it has some problems like holes or doubles shared edges and unwelded vertics. I am just looking for a program or max plugin that can point out those errors?
I work in Max 2012 on a mesh who explode at some point when my stack is heavy, it can occur while I'm working on it or if I open the max scene. I had that problem in old version like 4.2 or 5 but apparently it's back.
from what I understand, mesh cleanup fixes problems with bad geometry. but is there a function by which I can delete all edgeloops in a mesh that don't contribute to the shape? so Maya turns the mesh into as low rez as possible while retaining the shape....
I'm attaching part of my mesh with another using the Boolean Tool. When I do this part of the mesh I'm using disappears when it shouldn't. How do I fix this?
Before Boolean (showing the two parts)
After Boolean (look at the railcars far left side its gone)
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:
I bought a 3d mesh model of a chair I want to make out of wood. To do this I want to use Maya to create 2D slices of the mesh model that I can use as templates for my woodwork.
The model looks great in Maya, but how to create these slices or 2D views and print them.
Is there any way for editing more then one meshes at a time? For example: I want to extrude, bevel, connect components of my two cubes at the same time.
Is there a non-destructive way to import a mesh and then work on it symmetrically in Max? I'm not having a ton of luck looking on the net (though it may well be my search criteria). I need to work on a symmetrical mesh that I've imported but the symmetry tools all seem to create geometry or require I cut mine in half. I'm missing something, right?
When I go to edit mesh on a brand new hedra and take two points and scale them, the sides are uneven, one side isn't scaling properly. It looks to be the one with the square edge. Here's a video.
I am trying to fix holes on my mesh by selecting the whole mesh and hitting weld at .001, but its pulling the whole mesh in. I have tried increasing the scale of the mesh by 1000x and even 5000x but a weld of .001 is causing the exact same result. I thought increasing the mesh size was supposed to scale the weld distance as well but its not for some reason.
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??