3ds Max :: Removing All Unwanted Polygons And Geometry Before Texture Baking
Feb 23, 2014
I'm working to Move Revit architectural files to 3ds Max, there use Vray for ligting and materials, texturebaking everything and moving it into unity. But I’ve run into allot of problems. I manage to get all the stages done, but there is so much “hands on fixing” that it’s not a viable workflow in RL projects.
My largest problem is removing all unwanted polygons and geometry before texturebaking. From revit you get a lot of faces that won’t ever be seen, like inside walls, in between there floors ect. For instance if I was doing an interior I would like to be able to quickly remove all unseen polygons and exterior faces that won’t be seen. Otherwise texturebaking is a pain. It will texturebake huge areas that won’t ever be seen making the process long and affecting resolution. Manualy removing all areas that won’t be seen is not an option.
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Sep 15, 2013
Any good 3d party texture baker. They bake hi-res things forever and neigther can bake complex procedural shaders and details with transparency properly.
Is there any 3d party render that could be considered for texture baking? I tried Vray but it's even slower in baking. Is there anything other to try? I mean something with a speed of Modo texture baking for example?
Looking for uick render settings for texture baking? Mental rey or scanline. Prerhaps I should degerade or avoid something not tailored for texture baking. What would be a prefered way for indirect illumination or ambient occlusion? Is there a renderer that would respect edited vertex normals on low poly shells while doing baking?
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Nov 20, 2013
I have a plane that I transform into Edit Poly, only one polygon. I select an edge, click extrude, 1cm height and 0 width. But instead of having 2 polygons, I have 4, the extras two being on the outside edge of the newly extruded polygon. These polygons aren't really visible, but they cause lots and lots of problems! I have a lot of extruding to do and I would love to specify the dimension of the new polygons, that's why I used Extrude instead of simply Shift-dragging.
At the moment, after each extrude, I select all my vertexes and do a weld with a very small threshold, that seems to eliminate those extra polygons, but it's annoying and counter-productive.
I'm using 3ds max 2012 64 bits, service pack 2 and I updated last week.
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Aug 17, 2012
I have modeled a banana with 220 polygons . ( I have applied subdivision surface to that).
So When I baking a texture for that , The unwrap modifier adds about 771 polygons and vertices to that and model takes about 990 polygons and will convert to a high polygon model.
So what should am I do ?
Is there any way to keep polygons count as 220 with texture applied to that ?
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Feb 6, 2013
I'm using AutoCAD Map 3D. I had some geometry that I needed to convert into a shape file, so I selected on the shp layer "New Feature from Geometry". Everything converted to join the shape layer, but now it is all connected. I want to move/edit individual polygons but when I go to select one it selects all of them.
I've noticed I can "create new feature" one at a time, but I'd really like to find how to unlink them after I've converted them in bulk.
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Jan 28, 2013
I have generated a model but want to get rid of unwanted geometry to clean it up, how do I delete unwanted geometry?
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May 1, 2012
See the snapshot below. There is a point on the timeline when the screen flips around and the video continues. How to cancel this effect? How this effect might have gotten there so that I can avoid having it happen again? The screen makes a 360 degree revolution. The video consists of on image on the main track with 6 pip tracks.
Unwanted Effect
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Feb 11, 2014
I photograph beach weddings. In my old software, I could remove swimmers and bathers, how in elements12? I am trialing it and cannot see any way to easially remove unwanted objects
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May 1, 2012
I was wondering if there is a way to cut out geometry using a texture map.
So lets say you have a quad thats uv mapped. you apply a black texture with a white dot in the middle. Is there a way to cut that circle out using a method that just aproximates the shape?
I would be using this for complex stuff. I understand its a crazy question but I figured no harm in asking. The only thing I know to do is to apply the texture and then in the viewport just hand cut. But its a lot of stuff to cut so i'm open to any shortcuts and tips.
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Sep 18, 2010
For certain and obvious reasons i need to delete history, problem is since i never deleted it, certain problems occur, like the very binding of my character to the skeleton is undoed, is there a way out of this mess, i just want the texture to stop moving when animation starts.
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Jul 12, 2013
I have a dynamic block which consists of a number of hatches, polylines and texts. The dynamic block has the property of being stretched and flipped.
Now the problem is that the normal grips which are being displayed for the normal lines, polylines and hatches are interfering with the stretch and flip grips. Is there a way to make autocad show only the dynamic grips.
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Dec 16, 2012
I have keyframed some ojects. I then set up a camera projection texture at keyframe 179
Is it possible to create a Texture Reference Object from keyframe 179 so this texture will stick to the geometry throughout the sequence?
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Jan 21, 2004
my client needs an image of a smooth gray plastic container - problem is - it has not been produced yet - all they can offer me is the same plastic container with a red granit texture - how can I create an image of this container and remove the red granit texture - creating a gray plastic without removing all the highlights and shadows that make it have shape ? I don't want to completely redraw the image and have it look like an artist rendering rather than a photograph.
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May 3, 2011
I cant seem to bake or even see my final gather maps on 2012 on Mac. It writing the maps and saving them i just cant see in viewport? or tell what its doing?
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May 7, 2012
I modeled a female body and imported from 3DSMAX to mudbox to texture but now i'm having trouble on baking the displacement map in MUDBOX. I'm using tiff 32 bit floating,7 x 7k, with search distance of 4 (i believe it's a relative good number). My source model is step 0(with about 2 million faces) and the other is step 2(with aprox. 6 million faces). I'm using target to closest model, smoothing only the source and wht i get is this: a big black image with one or another gray dot.
I saw several tutorials about wht might be. I changed several times the search distance, and also tried to bake in max. Nothing seems to work. Mudbox keeps leving me with a blck image and max gives me something strange that works a little as a displacement map but it is totaly untileble.The two images attached are from mudbox. One as i get, and in the other i tried messing with levels in photoshop but it didn't work too.
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Oct 18, 2012
It is something I have painted using the vertexpaint and need to make it a bitmap.
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Jun 27, 2012
I get an error both in Mudbox 2013.sp3 and 2013.sp2 when baking using subdivision method. Its reported ' too many extraordinary vertices found face , need to subdivide the mesh' and the extraction failed.
The model imported fine into Mudbox in the first place, Is there a particular count for extraordinary vertices ?
As far as I know, extraordinary vertices are as follows
Valency 3 : 3 faces connected at a single vertex
Valency 5 : 5 faces connected at a single vertex
Valenecy 5 or higher : lots of faces connected at a single vertex (top of maya sphere)
Most meshs contain valency 3 or 5, and mostly 4, why would mud box have issues with a model like this ?
Should I check for areas where there's lots of density of faces at a single vertex, or check for multiple extraordinary vertices that are close by ? Anything in UV spa
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Mar 13, 2011
When i press play on physx toolbar everything is simulating fine, from start to end.Problem is when i want to bake physics simulation to keyframes.
3dsmax freezes and whole process is taking a lot of time, about 8 hours.
Simulation without baking is taking only 20min.
3dsmax file before baking process have 20MB and file after baking have 9GB
Is there other, more efficient way to bake physics dynamics or to simulate physics Maybe using particles with physics? particle toolbox #2 ?
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Dec 1, 2011
I have 20+ layers that all need the same levels adjustment, so I put them in a group, and applied a Levels Adjustment Layer to the group.
Is there a way to bake that adjustment in to every individual layer, while retaining them as separate layers?
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Dec 2, 2011
We're experiencing some artefacts near UV seams on our baked displacement maps. We have a clean, multiple UV-tile model which is subdivided, sculpted etc. Baking uses subdivision method, smooth target mesh and UVs on (we render with prman). Edge bleed is default 2, anti aliasing to x2.
Then test the map out by bringing the target model back in, subdivide up to the corresponding level, and sculpt using maps. The artefacts are not everywhere, just on some UV boundaries in some areas, very strange. The UV boundaries are clean quads, same spacing, good use of UV space. My concern is its in sporadic regions, and not globally over all seams.
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Apr 17, 2007
How does one create a texture similar to this?
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Nov 5, 2012
For my 3D scene, I have to use a texture file on the floor. If I use the only file, than it looks really boring and below par. What I want is, I want to generate some (around 6-8) texture files within the original texture file - so the colors of all the texture files remain same but only the texture varies.Likewise there are more than 500 texture files and I just can't do them manually. Is there any way out to do this in Photoshop?
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Mar 4, 2012
I have a lava texture and a ground texture. I'd like to be able to make some cracks on the ground texture that would show through the lava texture below it. Something like a cracked mud look. I would be using this for a game I'm making form some terrain textures. Are there any plugins that would aid in making these transparent cracks and perhaps even add depth to the cracks?
I guess a spider web where the spider was on crack would be something I'm looking for. Similar to the following image:
Lava Ground
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Apr 3, 2011
How come baking some part of animation in graph editor deletes everything before and after the part i bake and how can i bake that part while leaving the rest untouched?
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Nov 2, 2011
How come my polygon have a crease from corner to corner. When i send it to mudbox it triangulates my entire model.
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Feb 13, 2012
I'm working with a SHP file that contains 56,000 polygons, but I want to export 18 of these that are relevant for my area. Is there an easy way to do this if I create a filter based on a unique data field?
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Aug 10, 2011
In Xara Xtreme it was very easy to draw multiline polygons (closed or open), because the line tool used a single click to add a new segment to the already-drawn segments. Now, using Xara Photo & Graphic Designer 7 (which supposedly is the successor to Xtreme) the tool for drawing lines works completely differently and does NOT automatically join line segments to each other.
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Feb 12, 2012
How do you merge (combine, make one, etc) 2 co-planar polygons which are part of the same Editable Poly object?
See attached.
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Jun 5, 2012
I am a Maya user who is trying to see if there is an equivalent menu item to convert a procedural texture displacement into a polygon mesh that no longer needs the texture?
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Oct 16, 2013
Problem i encountered by attaching two objects together. These problems may occur only in the viewport, haven't tried rendering or anything, but it's still pretty annoying:
When i finished attaching the head to the body in a proper way, i mirrored that as well, and the polys don't blend in pretty well even tho i welded all points along the attach line
I mirrored half body and all these weird shadows appeared (they disappear when i activate turbosmooth).
All polys have same ID set and are all in the same shading group.
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Mar 3, 2013
I found a nice model on the web but i just started out so got a few questions. The standaard model exists of 1 editable mesh that i converted to editable poly.
in Editable Poly - Polygon: Material IDs, I had categorized the model in 3 diffrent groups, i want to use these 3 groups to texture the model, each group a diffrent texture.
the problem is that from the moment i assign the material to selection, I only have 2 groups left; wich is the one i just textured and the other 2 meshed in 1 group.
the problem with that is that i can only texture my model using 2 diffrent textures. How can i "save" those groups?
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