3ds Max Modeling :: How To Make Chair Part Nurbs Or Poly Modeling
Oct 7, 2011How can i make this chair part nurbs or poly modeling?
View 4 RepliesHow can i make this chair part nurbs or poly modeling?
View 4 RepliesWas 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
Is there a way to make an editable mesh or poly somewhat transparent when a material is applied? Think of the material being a thin cloth such as nylon. You can't see directly through it, but it isn't like a thick material such as jeans etc. I also want to make this object deform like a balloon inflating, so I don't know if that will cause issues with transparency.
View 3 Replies View Relatedcan make a design with as few polygons.
View 3 Replies View RelatedIs it me or is there no good information on how to use nurbs modeling in 3dsmax? Am trying to fing a video that explains the tools and how they work but i cant seem to find anything, and maybe because i aint looking in the right place?
View 3 Replies View RelatedAs CAD administrator at my company, which is in the process of implementing Inventor/Vault, I am quite sold on the Layout Modeling/Multi-body part modeling functionality that Inventor supports. Among other things I believe there is a large payoff in assembly stability and simplicity. However, this workflow is very different from the conventional methods of modeling individual parts and manually constraining assemblies. URLs....
View 8 Replies View RelatedI have created a NURBS rope with Surfaces>Extrude. I choose NURBS so that I could get nice UVs on the rope automatically, but they are actually all stretched out (see attached shot). Is there a setting in the Extrude process that could get more uniform UVs?
View 4 Replies View RelatedI have converted a NURBS object into Polygon Object, however it has still kept the riginal" NURBS object. How do I take the visibility off the NURBS object?
View 1 Replies View Relatedi was creating a simple character(blobs withen blobs). It was going pretty good until i camme across an issue that i can't seem to fix. I first had his neck as a nurb but i realized to do what i wanted i would need to deleted a couple faces so simple create a polygon the same size and shape. So i draged the nurb over clicked create polygon and i made it. The issues was that i can not seem to get them the same size i went to the channel box and typed in the same numbers for size. It was similiar but, was off the entire object was too big. I tried extruding it to match the same rough height and i got that nurb was on a scale that was about 1.626 times larger this. I forgot to mention that i am running maya 2014 student edition.
View 2 Replies View RelatedHow to fill an isoparm or cap a NURBS Surface? I have a simple NURBS surface, All I am trying to do is reate anotehr surface using the end isopalm.
View 2 Replies View Related1. I've never worked with nurbs before. I have made a nurbs plane, made it live, and drew some curves on it. Now, whenever I select the nurbs plane the curves are also selected. How do I delete only the nurbs plane without deleting the curves?
2. I am trying to make eyelashes using paintfx. How do I get the paintfx hair (the eyelashes brush) to orient themselves "onto" a surface, like in the attached image?
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?
View 1 Replies View RelatedI've been modelling in Maya for less than a day so go easy on me!
I'm in the process of making a traffic light and have got a bit stuck on the shade around the light.
I first made a profile curve and revolved it to get a kind of cup shape. The profile curve double backs on itself so the revolve is not completely flat.
Next I projected a curve onto the side of the revolve to get the wavy shape of the light shade, and trimmed the excess off.
Now I have my lovely traffic light shape, but the ends where the revolve was trimmed are not attached. (Because I double backed the profile curve)
Is there any way I can close up this gap?
(I've attached some screenshots).
I'm rigging a model of a robot and I have wires (nurbs circles extruded along a curve) attaching to two objects that are on different joints. I have it rigged so that when the first joint moves, half of the CVs of all the wires (in a control cluster) move along with the joint (and, in turn, the object they are attached to). This much works fine, the extruded nurb follows the curve and stays the same diameter from start to finish. My problem starts with the rigging of the second joint (the second joint is the parent of the first joint). I've tried many different ways of rigging it, but as I'm only just starting rigging my thought process isn't quite a straight line yet. Basically my problem is when the source curves physically move, the extruded surface goes twice the distance as displayed in the picture below.
I need to know how to get the extruded surface to always be in the same place as the curve with out breaking the connection.
I'm using 3dsMax 2010.
I have created a big spline. When I tried to "Convert to poly", it doesn't work. Usually, as result, the spline appears with a filled. In my case, the spline disappears. I thought it might be because the spline is not closed, but it is correct.
I'm trying to model glasses. I have completed the frame and the handle. They are different parts of the 3D object. [URL] ...
Now I would like to connect them together. I tried to choose some vertixes and use cap poly tool to cap them. But it doesn't work: [URL] ....
Then I tried to move those vertixes close to each other and use the weld tool but it doesn't work either.
I have had many problems connecting different objects together with cap poly and weld vertixes tools in the past and now I would like to know is this a bug or what I'm doing wrong?
I'm new to 3DS Max and am coming from C4D. How do I separate a poly from an object into its own object?
I have a box which I want to convert all 6 sides/polys to their own object.
so this is the most annoying thing ever. I have a subdiv. i turned it to a poly (to get rid of the bloody shell in render view, i dont even know why its showing) when i did this previously, the shell went away when it became a poly, now its not. I'm new to how subdiv's work so am i missing something?
View 1 Replies View Relatedis there any way to convert a bunch of splines into a poly? Its going to be a city, the shape is given. I need it as a poly, now its just a bunch of splines.
View 8 Replies View RelatedI cant solve this problem with edge selection tool, my task is to create an oil barrel and when I select the barrel with edge selection tool then press setting button next to connect there is that triangle pattern in between two lines that I don't want, how do I get rid of it?
View 7 Replies View RelatedI've been working on a tyre for a while. Now i need to model the side wall with some text on it. Because the tyre has to be printed in 3d i need this text as polygons in the model (not in a texture). So what is the best way to get a 3d text on my poly? It's very important to get an valid editable poly (from each vertice start 4 edges / an edge don't has 1 face on on side and 2 on the other ...).
View 3 Replies View RelatedIs there a way to conform an object (with a thickness) to an editable poly surface, like you can with patch deform to a patch surface ? I know you can use the compound object 'conform', but that does not give the result I'm looking for.
I was hoping that is was possible to simply convert an editable poly surface to a patch surface, but then I just get "illegal surface" when I pick the deform surface.
Patch deform is great, but almost worthless if I can't use it for editable poly objects...
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:
[URL]..........
And I'd rather want it to be clean like that:
[URL].......
i have failed to convert this polygon to sub div. I have tried all cleaning options but it still wont convert. scene is attached. the error message i get is this
deleteInternalValence2Verts |body1|body1Shape;
polyToSubdiv -ap 0 -ch off -aut on -maxPolyCount 100000 -maxEdgesPerVert 40 |body1|body1Shape;
// Warning: Nothing is selected. Select objects or components to delete. //
// Error: Command polyToSubdiv failed. Open Script Editor for details. //
scene file can be found here [URL]......
I made a staircase rail made out of splines etc...
Converted the object to edit poly and duplicated + attached all the piece.
So I have this one object that is really long and this is the rail of the whole staircase.
Now I created a spline and once I select the object and add a Path Deform, the object isn't rotating correctly along the spline. At the beginning of the spline its @ 90 degrees and further down it starts to spin.
How do I make it so it's always 90 degrees to the ground?
Pic included
When i try to convert Poly to Subdiv I get this message in script editor:
polyToSubdiv -ap 0 -ch off -aut on -maxPolyCount 1500 -maxEdgesPerVert 32 |polySurface8|polySurfaceShape9;
// Warning: Nothing is selected. Select objects or components to delete. //
// Error: Command polyToSubdiv failed. Open Script Editor for details. //
It is strange, because I fixed all non-quad faces. I also tried all cleaning options with no success.
I created a really simple missile model in sketchup and imported it into 3dsmax. The flat pollies that make up the fins of the missile only seem to exist from one direction. Do I have to give them thickness or is there a way to make them visible exturable from both sides?
View 1 Replies View Relatedhow 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??
View 2 Replies View RelatedI'm used to being able to select and hide polygons while creating models in programs like Lightwave and Modo. It is an essential function that I can't imagine Maya lacks, yet there isn't an obvious way to do this as far as I can tell. Is there a workaround?
View 5 Replies View RelatedWe've had to re-image machines, so it's been a few days of trouble shooting new issues with re-install of Maya2012.
Installed SP2 for Vista yesterday in hopes some of the modeling issues would be fixed. But still having two issues.
The worst is each time I try to cut faces my faces in sections of model disappear. The face is there and it's closed. If I re-launch Maya then the display is correct.
The last but less of a nuisance at this time is a white display during view port changes. Didn't have this issue before. But all of our machines here on the team are doing the same thing.
Maya 2012 64bit, Win7..I can not convert a polygonal model to subdivision with proxy (command failed),do not see error description in the script editor. What typical problems of convertation (poly->subdiv) do you know ?
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