3ds Max Modeling :: Scaling Low And High Poly / Viewport Clipping Making Model Disappear

Apr 3, 2011

What i have is a low polymodel that's quite small in scale, i'm modelling around a higher poly model, when i zoom in, the viewport clipping kicks in and parts of the model disappear, so i cant work on the small details. What i need to do is scale up both my low poly and high poly, work on the small details and scale it back down.

In maya there are multiple solutions to this; The first and most obvious would be to increase the near clip in the camera attributes.

The second would be to freeze transformations on the low and high poly, scale up the model, work on it and then scale it back to the value of 1.

The third would be to put both the low and high poly models into a group, scale up the group, work on the model, return the group back to its default size and ungrouping. Personally i would use this method to preserve the original scale values on the low and high poly models.

Is there a way of doing any of the above in 3ds max?

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Oct 28, 2011

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?

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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].......

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Sep 22, 2011

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Here are the steps I went through:

1-Imported the high poly mesh (.obj)
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3-Used ProOptimizer modifier to make the model "lighter" for my pc
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The problem is that during the retopology process, my mesh doesn't ''stick'' to the reference high poly model... so I have to stop every now and then to adjust it which takes a lot of time.

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I use IN MODEL SPACE command:

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I've been trying out making an alien character in mudbox.

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Please see the attached screenshot.
 
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When using the Edit Poly modifier with Vertex selection enabled, the blue dots will frequently do any of the following:

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These issues only seem to occur when Edged Faces is enabled. This makes modelling (and rigging) extremely difficult for me and is proving to be a constant frustration. Here are the steps I have taken to try and fix this:

- Rolled back graphics drivers.
- Updated graphics drivers.
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- Uninstalled every Autodesk product and cleared the registry as instructed by this page: URL...
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- Installed 3ds Max 2012.
- Installed all 3ds Max service packs.

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Removing the files from CG-Source did NOT resolve this issue. i've also applied EVERY hotfix/update from Autodesk and have the 'most current' drivers from NVidia.

Here's a viewport grab demonstrating what is happening (using Nitrous).

My system is not weak, though i could use a better processor:

i3 (quadCore)
16gb Ram
EVGA GTX550 ti (2gb)
OCZ Vertex SSD (120gb)

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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.

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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]......

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