3ds Max :: Viewport Preferences / Edged Faces For Polygons?
Aug 17, 2011
just attempting to customize my viewing preferences a bit.
When I am in an editable poly, and the Viewport is set to Smooth & Highlights + Edged Faces...
When I go to make a polygon selection, the edge faces option divides each polygon into two triangles which is just annoying. Maybe I'm just used to newer versions of max where it doesn't do this.
everytime i start Max 2014 i had to untick the "Display Selected with Edged faces" in the viewport configuration tab...is there a way to untick this permamently?
pre 2012, if you had display edged faces on, the selected splines would turn white - so you could tell what was selected in viewport. using nitrous, this isn't possible for us. Open GL or Direct 3D work fine but not nitrous. or is this a bug?
I have a bit of a pickle, I am doing some models for Skyrim, I now have the mesh imported, have already done some modifications to it, but fot the parts that are going to beng I need to turn some polygons into faves(three sided) so they would bent better.
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've been using 3DS max for a few days now, but I recently must have pressed a shortcut key which makes some of the near-side-faces disappear so that you can see the the opposite side.
The picture that I've attached (successfully hopefully) shows that I've not simply deleted the sides as the missing faces are rendered. But something I couldn't show in the picture was that when you change the viewing angle, the faces reappear and disappear based on the view.
The only solutions I could think of was to delete the objects (failed), and starting a new file (no success with that)
I'm using MaxDesign 2013 and 2014. Both have the same problem. When I work on something that is scaled for an architectural sized project with units set to Feet and the extents about 1000 Feet the display is difficult to work with. The objects, mostly simple boxes, are torn and missing faces. Intersections are sawtooth.
A few years ago I had the issue but I had mistakenly created a model that was miles wide instead of inches and Max had a hard time with it. Once I recreated it in the correct scale at about 10 inches all was well. But, Max is used a lot for architecture so a scale in feet that spans a few thousand feet should look good. The way it looks now there is no way to evaluate intersections, shadows and simple geometry relationships.
I can't seem to correct it. I went back to Direct3D from Nitrous and that didn't work. I've attached a view.
3ds Max Design (3D Studio thru Max 2014), ASUS P9X79 Motherboard, Intel i7-3960x, Hydro H80 CPU Chiller, 32GB DDR3 Ram, Quadro 4000 Display Adapter
i got Inventor recently, and i've been working on a model of a longboard just to teach myself how to use the tools in Inventor. right now i'm trying to color areas for the griptape pattern so i drew the 2D pattern and projected it onto the 3D model of the longboard. but when i tried to split the faces of the model along the projected pattern only a few of the projected lines split the faces. for other faces i kept getting these errors:
Create parting line failed Crane.ipt: Errors occurred during update Split11: Could not build this Split The attempted operation did not produce a meaningful result. Try with different inputs.
When trying to cut out a piece of an image such as with cmd shift J with anti aliasing turned on, there is a gap between the cut out and the new image about as wide as the marquee. If I turn anti aliasing off there is no longer a gap, but then I have a very jagged cut out, since may of the pieces I'm cutting out are circular. Is there anyway to still get a smooth edged cut out without the gap?
Whenever I add a stroke to text it never stays straight edged like the text, it becomes more rounded. Question is, is there a way to stroke the text with the edges staying straight instead of rounded without having to just draw a box around it or something?
Here's a picture of what I'm going for, I'm fine with making a box around the text (there are other characters, rounded characters like an "O"), but it would be a big time saver if there was a way to do it quicker.
Stroke in Photoshop is on the left, desired effect is on the right. The letter "i" might be a bad example, however the effect I'm looking for is a stroke keeping the shape of the text rather than rounding itself.
We are working on AutoCAD Arch 2012 and there is a custom edge profile we are using but we cannot get the profile to visualy turn off. We have placed it on its own layer and still can't turn it off.
This worked fine when we were in '04 - but it isn't working in '12... is this a bug?
I just started using photoshop again. I haven't used it properly since art classes a few years back and i've forgotten bits and pieces.
i could never make picture in this style of the attached one below quickly and whatever technique i had before i've forgotten so i want to know if anyone has a quick technique of turning normal pictures into this wicked pop-art flash style. I can tell it should be easy but extracting the layers of colour seems to be the hardest.
Problem: When I create a new viewport, another viewport's paperspace blanks out or disappears. When I copy a viewport over, the new VP doesn't show anything and you can't maximize/"enter" its paperspace; it's like a simple rectangle, but the properties box says it is indeed a viewport.
Ex. Viewport 1 shows the top view of an object, Viewport 2 shows the right side view... as soon as I add Viewport 3, the top view in VP 1 blacks out. I attempt to ReDraw, Regenerate, etc, but it doesn't re-appear. I've run Plot Preview to see if maybe it's just a fluke with the graphics card on my screen, but alas, even in plot preview the viewport is blanked out.
It almost seems like there is a limited number of viewports I can use.
Solution: Run the MaxActVP command and set the value to a number greater than the number of VPs you actually need. This particular file had that value set at 2; hence, why a new, third VP blanked out the first one.
I have a drawing with a viewport that fits to the page. And I created another smaller viewport over top that just shows the legend. Now when I try to double click inside the smaller viewport it always goes into the larger one. I have tried bringing the smaller one to the front but that didn't work. I know that I can clip the larger viewport around the smaller one or bring the legend right into paperspace or slid the smaller one off to the side work in it and slide it back. This is more out of curiosity of how to get into the smaller viewport.
I am wanting to insert a second viewport over an existing viewport and have the information in the existing viewport behind the second viewport and not seen. I want the second viewport boundary to be the "trimming" edge of the existing viewport. How do I do this?
I did a test drawing with 4 viewports in paperspace.I frozen a layer in each viewport (as a viewport override, not global), and wrote code to gather info on layer overrides in viewports.The function takes in a database, and is generally used on drawings only open in memory:
the odd thing is it never finds the frozen viewports on the first viewport. It catches the others fine.I cannot see anything odd either, the counts of viewports and layers are all correct, and the drawing has no problems.Is there something that must be done to initialize the mechanism that reads viewport overrides?
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?
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.
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?