3ds Max Modeling :: Symmetry Mod With Nurms Smoothing?
Sep 7, 2012
I'm trying to model a pillow and I want the top and bottom symmetrical with a round "tubing" around the edges. The problem is that it wont smooth using nurm smoothing across the seem, so i get a fissure where I wanted the tube.
How do i add a symmetry to my box model in 3dsmax where when i move a vertex,edge,polygon etc on one side the same thing happens on the other side instantly. I've seen this done in zbrush and xsi wondering how i can do this on 3dsmax. I've used the symmetry modifier but the other side does not move when i edit the other.
I have a character that's textured, and I'd like to make adjustments to the mesh. I would like to select a Vertex on the right half of the mesh, and the Vertex on the left side would also get selected. So when I move it, the opposite moves in the "mirrored" direction.
In Softimage it's simple; I apply a Symmetry Map to the model, choose the Symmetry Mode, and it works. How do you set that up?
My current workflow is to Clone my object, mirror the polygons on the clone and delete the original half of the clone so I have two working halves. Turn symmetry on so the center points stay on the plane. Then I model - edit and extrude and so on, the original, the clone is updated. Well partially.
Here are the problems I am running into:
1) There seems to be no way to add a primitive into a polymesh. Been through the manual and I did not find a way to do this.
2) This leads to the next problem. There does not seem to be a way to properly merge or join objects into the poly mesh without creating a new mesh object. This in effect cuts the relationship to the clone. And anytime I want to add a primitive into the mesh as a starting point or target for creating new geometry, this means doing the clone, mirror, delete process all over. Not exactly efficient. As note here I am talking about connected parts not just putting parts in that could be separate. Such as contours on a car body that merge to a disc where the headlight would be. Just as an example. And I am polygon modeling here.
I am aware of lofting just so you know, but the above was just an example. I'd like to know specifically about working in symmetry.
Any tips on a better workflow to model - create/add new mesh components including primitives and edit them - in symmetry.
I know where the customize colors options is... but trying to guess at the meanings of the names is a very tedious process in max
So, I found the color for edges when working with geometry... but when I model something with a symmetry modifier applied, then the edge color defaults to the bright ORANGE color. What this color would be called?
And for that matter, any data base, online file, where these color terms are defined more clearly. It's sometimes very tedious to trial and error these things, especially if you have to restart max every time you take a guess.
I have been modeling something with a symmetry modifier, and it has been working great. But, recently I feel like something has changed...
When I select, for example, a vert (or anything for that matter) and attempt to center my view and orbiting origin in the viewport -- max seems to think I am selected BOTH the vert I selected and the mirrored vert on the other side of the symmetry.
Has this simply always been the case? I feel like, in the past I was able to center in on a single vert in the past... but accedentally I think I toggled something where it is behaving like I am selected both sides, and centers BOTH selections in the view.
How can i achieve symmetry on a spline by adjusting the handles of the vertices? The copy/paste tangent button is only useful for vertices with handles pointing in the same directions, how can i copy/paste tangent (same length) but pointing in the opposing directions, it would be like mirroring tangents?
At this present time I would consider myself a high end beginner at 3ds max.
I am currently trying to model a mech and have been trying to smooth it. I have made progress but I don't know where to take the geometry from here. There are numerous smoothing errors in the model and I understand why they are happening, I just don’t know the right way to fix them. You will understand what I mean if you have a look at the model (I've attached it so you can download it).
For example, in the first image you can see an error, if I extended the edges this may get rid of it, but then I get the result in the second image, and it doesn't look right .
Sometimes, during the process of exporting and importing OBJ files between apps, when the model lands back in Max I find that I cannot edit the smoothing groups. They're locked in. The only work around I've found is to export it back out of Max without smoothing groups, then bring it back in.
I noticed that in 3ds max 2012, when i split an edge or detach a polygon the smoothing at that point changes and seam is visible. I think that in previous versions when i did the same thing the smoothing remained. Is there a way to prevent this?
I have a model rigged with The Setup Machine and The Face Machine and a single material is applied to each of them. Not sure if the above is relevant, but when I tested this in a clean scene with just a sphere, everything was fine.
I then select a few faces and apply a new material to those faces. I smooth the mesh and the UVs are smoothed and the different materials appear where they should be. If I set the divisions on the polySmoothFace node to 2 or more the materials seem randomly placed across the mesh. The Uvs however, are smoothed correctly. So I then have to reassign the materials to the correct faces.
If I do one smooth mesh, then another separate smooth mesh, the materials are placed correctly.
Is this a bug or do you think something is wrong with my setup?
Core i7-2600K 8GB RAM Win 7 Professional Maya 2011.5
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.
Any way to fix this (Picture 1) in either at the poly or subd stage. I have experimented with bevel and can reduce it but is there a way to smooth it out completely.
I use the "Polygon: Material IDs" and "Polygon: Smoothing Groups" section (located in Editable Poly) a lot. I was wondering how I could break it off as its own floating dialog box.
Ideally it would be very similar to the Material Editor. Where I can hit a short cut key to bring it up and hide it. I can drag it around and move it to a second monitor or may be even minimize it Having both the Smoothing Groups and IDs in one dialog box would be ideal.
I am having a problem with extruding faces on polygons and then smoothing them. Maya does not seem to want to keep my faces together, and instead, splits them up.
I extrude without smoothing and it looks fine, but after smoothing, everything splits up.
I have been trying to figure out if there is a more efficient way of doing this for some time. It seems so basic but it always comes to play in my smoothing process.
For all you more experienced modelers, what is the best way to have the edges and corners stay at their 90 degree angles when smoothing while not compromising the roundness of the surface with artifacting or pinching in the corners. I find this problem when creating extrudes with sharp corners on curved/ round surfaces then smoothing them.
I'm having trouble with a high poly model. It's too big for my system right now to use in a complex scene, so I want to use a MR proxy to instance it. However the model I have(I wasn't the modeler) is composed of a lot of objects, more than I'm willing to make a proxy for. I tried to make a group out of them and make that a proxy but that doesn't seem to be possible (MR proxies can only store 1 object?)
So my next step was to combine them into one object via attach, however when I do that the smoothing gets really screwed up (see attached jpgs). Any tips for keeping smoothing per object as I add them?
I was making a helmet and I deleted right side then in modifier list i chosed symmetry. so far everything was fine but when I finished my helmet and clicked "use Nurms subdivision" helmet made holes in the middle .
What is the proper way to apply the symmetry modifier to a sphere ? I created this custom android bot. After I create a sphere with hemisphere I create the eye and split the sphere in two then zero it out on the grid. Then I apply the modifier. When I do that it does not project the other half of the sphere even when it's on flip and x axis. The mirror part is kind of on the back side of the sphere. What happens is I have to rotate the mirror part to line it up and up the thresh hold a lot to get the back side to connect.
Whenever i try to create an object using symmetry, convert to nurbs, object doesn't behave like a symmetry but gives off very unexpected result, is there any setting that i have turned off which is causing it?
I have recently starting skinning my human model and everything was fine until I found out that the chest bone I have on each side of the chest isn't being noticed by 3ds Max as being symmetrical with the other bone. This means I can't use mirror bones or mirror vertices to that part of the model. How to make two bones that aren't being recognized as symmetrical by 3ds Max symmetrical? When using the envelopes in the skin modifier, when I go to mirror the bones or vertices, the two bones are red instead of blue or green to show symmetry. The two bones are relatively in the same place on opposite sides of the model. They aren't the same size but close. Is there something I need to do to make them have symmetry or is there a way to make 3ds Max recognize that you have two bones that you want to be symmetrical?
im currently doing the tutorial about the viking helmet.Im in this section "Working in symmetry mode to add detail to the helmet".Im at the point 7 of "select the seam and rim faces to extrude".I have changed the value of the slide control to -25 but when i turn on the show end result to see the left face of the helmet,it doesnt display nothing...,i did something wrong or is this a bug?
I imported a piece of art into Illustrator and I want all parts of it to be equal and symmetrical. What would be the best way to start going about this?
Does Mudbox 2011 have anything comparable to the radial symmetry function in ZBrush? Specifically, the ability to designate N number of points along a mirrored axis, not just mirroring a single stroke along one axis. I thought perhaps this was called something else in Mudbox and that was why I have not been able to find it.
Why my result from stress analysis isn't symmetry?I am modeling a telescope support system. The result I got from the analysis always not symmetry, the difference is very small therefore I think the test setting shouldn't have any major problem.
The difference could be cause by the round off during the simulation, if I am right about it, is there anyway to improve the result?
I've been trying to use symmetry to simplify a finite element model. Why I see different stress results in these two instances.
Simulation 1: Rectangular Hollow Section, capped at both ends, subject to internal pressure Simulation 2: Half model i.e. RHS split down the middle lengthwise, with a frictionless constraint applied to the split plane.
Actual problem I want to analyze is a bit more complicated and I was hoping to use symmetry to reduce the processing time?