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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Mar 18, 2012
My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.
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Dec 16, 2013
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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Dec 17, 2012
I am currently using Maya 2012 Student Version and am having trouble when extruding edges. When I click 'extrude' many of my polys disappear. I will attach some screen shots.
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Feb 9, 2012
I thought, can i just model in 3D max, with all that details on it, for high poly. And then transfer that high poly model in Maya, and do low poly, uv, texturing, lighting, rendering, composting and Animation too? I am interest in cinematic for game, like trailer for games, which is done from Blur and Blizzard, and BioWare too?
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Feb 25, 2013
best way to convert a hard surface high poly model to a low poly model for use in a game engine like Unity. I know this model looks rather low poly already but there internal parts that bring this model up to about 220,000 polys. Is the best solution to remodel as low poly? Would retopo be more effecient? What about using zbrush?
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Jun 13, 2013
I am trying to make a gear have that nice mettalic shine using the clipping mask, but everytime I make the command the whole thing just dissapears. I am using the pen tool to make 4 triangles with different shades of grey. I then group the triangles, put a radial blur on them and place them under the gear that I created. I select them all and do the clipping mask command, but instead of it being a gear with that radial shine, the whole thing disappears except for the outline of the triangle.
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Feb 21, 2011
I then change to my A0 template on a different tab in the same drawing, size up the model in model space within the viewport (everything still fine), then as soon as I scale the model to 1:200 the icons I've added to the drawing (I say icon it's one particular group of icons - CCTV camera icons I've made and added) suddenly become massive and three times the size.
If I add them when already at 1:200 they're fine but it only seems to do this when I actually scale the drawing.
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Sep 22, 2011
I'm trying to use 3dsmax 2011 graphite freeform polydraw tools to retopologize a scanned high poly model.
Here are the steps I went through:
1-Imported the high poly mesh (.obj)
2-Converted to editable poly
3-Used ProOptimizer modifier to make the model "lighter" for my pc
4-In the polydraw tools, I selected "Draw On: Surface"
5-"picked" the high poly model
6-Selected offset 0,2
7-Created new object using the polydraw tools "New Object"
8-Froze the high poly model
9-Started retopologizing
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.
I do know that there are a lot more specialized retopo tools like Topogun and 3Dcoat, but acquiring a new tool is not an option at the moment.
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Jun 28, 2013
I would like to make a star shape - but I need lots of verts and faces - I know how to make one with splines but when I extrude it there is not enough geometry in the face to do what I need to. Basically I'm wanting to create a rather beat up/bent in places sheet metal star.
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Jan 16, 2014
I create a model use lib3ds ,and import into 3dsmax2010 ,when I convert the model to poly ,the model was flattened .
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Aug 9, 2012
I use IN MODEL SPACE command:
view/ viewports/ two viewports (horizontal or vertical)
just ordinary split window in model space.
I found out that is missing line between viewports. I am looking in options but there is nothing.
Which command or system variable it is???
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Oct 7, 2011
How can i make this chair part nurbs or poly modeling?
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Jul 26, 2012
I've been trying out making an alien character in mudbox.
When I have textured a multi tile uv layout for the character and saved, I come back the next day to work on the file and the UV's look like the attached file - the image for uv 0,2 is the same as for 0,1 and 0,3, the tiling worked fine while I was painting though. Is this a bug or is it something I'm doing/incorrect setup/etc. I'm using the standard install with its default settings.
I would like to have a model with a high poly count to work on, my model is 2mil polys at the moment, if I try to divide to 8 mil the app really slows down, Is there a way to get mudbox to handle more polys smoothly, I'm running 64bit Mudbox 2013 with 6gig of RAM and a 1Gig video card (ATI Radeon HD 5700). In an ideal world I'd like to go to 32 mil polys to take advantage of the 4k maps I'll be outputting - am I aiming too high with this spec? I'd like to get some nice close ups of this char and render out at 1080p if possible
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May 20, 2011
can make a design with as few polygons.
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Feb 14, 2013
I have a pretty simple design. Some text and shapes all expanded and turned into outlines. I have one shape that was created by using a clipping mask. I am putting a vector distress pattern over the whole design (like I usually do and it works fine) well I merge them together and everything is completely fine except the shape created with the clipping mask it disappears..
more info: i actually released the clipping mask and I am still having the same problem with this object, it disappears when merged with the vector distress pattern.
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Dec 14, 2013
I'm making some retopology with a high-polygon model and a low polygon, using Polydraw, On surface.
I "picked" the low polygon model by mistake and all the vertices on the high polygon model are visible and I can't make them disappear, even reselect the high one again. I tried Select Vertices (with the 1 key) but it doesn't do anything.
Please see the attached screenshot.
Is that a bug? How do I make the vertices disappear?
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May 20, 2012
When using the Edit Poly modifier with Vertex selection enabled, the blue dots will frequently do any of the following:
- Only appear for half of the model
- Randomly appear or disappear
- Take the shape and colour of gizmos and tools.
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.
- Switched to OpenGL mode.
- Switched to DirectX 10 mode.
- Pressed the "Delete Isolated Verticies" button.
- Disabled DirectX mesh caching (not sure of the exact name for this)
- Uninstalled 3ds Max 2011 and re-installed.
- Uninstalled every Autodesk product and cleared the registry as instructed by this page: URL...
- Re-installed 3ds Max 2011.
- Installed 3ds Max 2012.
- Installed all 3ds Max service packs.
All programs and games run perfectly on my system, including Maya. The problem lies solely with 3ds Max.
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Jun 15, 2013
I have a building plan that needs to be in 1:100. When put my drawing into the new layout its there. Then when I change the scale, my drawing disappears.
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Feb 15, 2014
The Live Corners feature is welcome in Illustrator 17.1, but I find that it works inconsistently. One issue that I've isolated is that scaling a path makes the live corners disappear.
To reproduce:
Create a rounded rectangle
Select the path
Click the direct selection tool to verify that Live Corners are present
Click the selection tool
Scale the rounded rectangle (say drag up from the scale point in the middle of the bottom side)
Click the direct selection tool - where are the live corners?
Is that a bug? Is that a design choice?
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Oct 24, 2012
In the perspective viewport ONLY, i have spotty/broken poly edge lines with Viewport clipping turned 'on' and adjusted to allow zooming in more.
Max wasn't doing this until day before yesterday. the only thing i did to my system or max was use the FloorGenerator/MultiTexture script and plugin from CG-Source.
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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Jul 6, 2010
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.
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Sep 12, 2011
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?
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Jul 21, 2012
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.
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Apr 7, 2011
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?
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Jul 3, 2011
is 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.
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Oct 17, 2013
I 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?
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Jan 29, 2013
I'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 ...).
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Jun 19, 2011
Is 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...
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Apr 27, 2011
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]......
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