3ds Max :: Symmetry Mode To Add Detail To The Helmet
Dec 28, 2011
im currently doing the tutorial about the viking helmet.Im in this section "Working in symmetry mode to add detail to the helmet".Im at the point 7 of "select the seam and rim faces to extrude".I have changed the value of the slide control to -25 but when i turn on the show end result to see the left face of the helmet,it doesnt display nothing...,i did something wrong or is this a bug?
I need to design a racing helmet for a client but since this is round and with objects that are visible on the side as well as on the back of the helmet or on top, I would like to know what is the best way to draw this helmet design, perhaps in 3D, so that the lines come together on the right places both on the sides, back and on top?
I was making a helmet and I deleted right side then in modifier list i chosed symmetry. so far everything was fine but when I finished my helmet and clicked "use Nurms subdivision" helmet made holes in the middle .
I know there are many ways to model this but how would some of you go about it? Would you create a sphere then cut out a spline circle for the ports? Would you create a box then turbo smooth it out to a sphere?
I'm on page 89 of online tutorial of making the character helmet, and when I try to select and move the pair of vertices at the base of the helmet, they become bright yellow, and all surrounding vertices become a gradually darkening shade of orange. What happens is, it moves all of the vertices around the ones I selected. In the image on the tutorial, only the selected vertices move. What should I do?
I've included a screenshot of the online tutorial, and I've also included screenshots of my own project, to better illustrate the problem I'm having.
What is the proper way to apply the symmetry modifier to a sphere ? I created this custom android bot. After I create a sphere with hemisphere I create the eye and split the sphere in two then zero it out on the grid. Then I apply the modifier. When I do that it does not project the other half of the sphere even when it's on flip and x axis. The mirror part is kind of on the back side of the sphere. What happens is I have to rotate the mirror part to line it up and up the thresh hold a lot to get the back side to connect.
Whenever i try to create an object using symmetry, convert to nurbs, object doesn't behave like a symmetry but gives off very unexpected result, is there any setting that i have turned off which is causing it?
I'm trying to model a pillow and I want the top and bottom symmetrical with a round "tubing" around the edges. The problem is that it wont smooth using nurm smoothing across the seem, so i get a fissure where I wanted the tube.
How do i add a symmetry to my box model in 3dsmax where when i move a vertex,edge,polygon etc on one side the same thing happens on the other side instantly. I've seen this done in zbrush and xsi wondering how i can do this on 3dsmax. I've used the symmetry modifier but the other side does not move when i edit the other.
I have recently starting skinning my human model and everything was fine until I found out that the chest bone I have on each side of the chest isn't being noticed by 3ds Max as being symmetrical with the other bone. This means I can't use mirror bones or mirror vertices to that part of the model. How to make two bones that aren't being recognized as symmetrical by 3ds Max symmetrical? When using the envelopes in the skin modifier, when I go to mirror the bones or vertices, the two bones are red instead of blue or green to show symmetry. The two bones are relatively in the same place on opposite sides of the model. They aren't the same size but close. Is there something I need to do to make them have symmetry or is there a way to make 3ds Max recognize that you have two bones that you want to be symmetrical?
I have a character that's textured, and I'd like to make adjustments to the mesh. I would like to select a Vertex on the right half of the mesh, and the Vertex on the left side would also get selected. So when I move it, the opposite moves in the "mirrored" direction.
In Softimage it's simple; I apply a Symmetry Map to the model, choose the Symmetry Mode, and it works. How do you set that up?
My current workflow is to Clone my object, mirror the polygons on the clone and delete the original half of the clone so I have two working halves. Turn symmetry on so the center points stay on the plane. Then I model - edit and extrude and so on, the original, the clone is updated. Well partially.
Here are the problems I am running into:
1) There seems to be no way to add a primitive into a polymesh. Been through the manual and I did not find a way to do this.
2) This leads to the next problem. There does not seem to be a way to properly merge or join objects into the poly mesh without creating a new mesh object. This in effect cuts the relationship to the clone. And anytime I want to add a primitive into the mesh as a starting point or target for creating new geometry, this means doing the clone, mirror, delete process all over. Not exactly efficient. As note here I am talking about connected parts not just putting parts in that could be separate. Such as contours on a car body that merge to a disc where the headlight would be. Just as an example. And I am polygon modeling here.
I am aware of lofting just so you know, but the above was just an example. I'd like to know specifically about working in symmetry.
Any tips on a better workflow to model - create/add new mesh components including primitives and edit them - in symmetry.
I imported a piece of art into Illustrator and I want all parts of it to be equal and symmetrical. What would be the best way to start going about this?
I know where the customize colors options is... but trying to guess at the meanings of the names is a very tedious process in max
So, I found the color for edges when working with geometry... but when I model something with a symmetry modifier applied, then the edge color defaults to the bright ORANGE color. What this color would be called?
And for that matter, any data base, online file, where these color terms are defined more clearly. It's sometimes very tedious to trial and error these things, especially if you have to restart max every time you take a guess.
I have been modeling something with a symmetry modifier, and it has been working great. But, recently I feel like something has changed...
When I select, for example, a vert (or anything for that matter) and attempt to center my view and orbiting origin in the viewport -- max seems to think I am selected BOTH the vert I selected and the mirrored vert on the other side of the symmetry.
Has this simply always been the case? I feel like, in the past I was able to center in on a single vert in the past... but accedentally I think I toggled something where it is behaving like I am selected both sides, and centers BOTH selections in the view.
How can i achieve symmetry on a spline by adjusting the handles of the vertices? The copy/paste tangent button is only useful for vertices with handles pointing in the same directions, how can i copy/paste tangent (same length) but pointing in the opposing directions, it would be like mirroring tangents?
Does Mudbox 2011 have anything comparable to the radial symmetry function in ZBrush? Specifically, the ability to designate N number of points along a mirrored axis, not just mirroring a single stroke along one axis. I thought perhaps this was called something else in Mudbox and that was why I have not been able to find it.
Why my result from stress analysis isn't symmetry?I am modeling a telescope support system. The result I got from the analysis always not symmetry, the difference is very small therefore I think the test setting shouldn't have any major problem.
The difference could be cause by the round off during the simulation, if I am right about it, is there anyway to improve the result?
I've been trying to use symmetry to simplify a finite element model. Why I see different stress results in these two instances.
Simulation 1: Rectangular Hollow Section, capped at both ends, subject to internal pressure Simulation 2: Half model i.e. RHS split down the middle lengthwise, with a frictionless constraint applied to the split plane.
Actual problem I want to analyze is a bit more complicated and I was hoping to use symmetry to reduce the processing time?
In the Printer Settings drop down menu both Color Mode and Print Mode are grayed-out. This just happened I cannot think of anything I've done differently.
I'm using OS 10.6.8 and the latest Epson drivers for the 3880. I have re-installed both PS and the Epson drivers. If I print from Acrobat Reader everything seems to work fine, this only is happening in Photoshop CS5.
I’m not sure about the current “annotation scale” in case of lay out mode.
Annotation scale option is displayed only in the model and viewport mode but not in the lay out mode (attached)!
Based on what annotative objects living on the lay out but neither in the model (or viewport) are re-sized? At this mode, there is no option to choose the annotation scale?
On other words, how to choose the annotation scale in the lay out mode?
I am running photoshop CS on my laptop which is a Compaq presario 1503 AP.
I have had this problem since I used Photoshop 7 and now Photoshop CS. When I want to go to a new paragraph or the next line using the enter key, it just doesnt work.
When I hit enter, the text just exits the text entry/edit mode.
When using the brush tool what is the difference between using the brush in color mode on a normal layer vs using the brush in normal mode on a color mode layer?