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Mesh modeling in MAX, Cap holes stuff up?


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#1 Mr   Members   -  Reputation: 122

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Posted 19 December 1999 - 10:49 AM

I have been building a character in MAX, (ROG3D's UT guy tute). I wanted to make sure i hadn't left any holes so i did a "cap holes" and it created some fly polys, only attached on two verts. (WTF???) Also it created some edges through the inside of the mesh. (WTF2???) After welding all the fly pollys down again I think I fixed the problem created but the cap hooles, but if i run "CH" again it does the same thing again. I was modeling somthing else today and found myself holding shift to select groups of faces which spawns a new face. Could this be the prob? Would my welding fix this? Is the whole mesh stuffed? Help me obi-wan your my only hope!

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#2 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 30 November 1999 - 09:31 PM

yeah this happen to me aaaarrrrrrrgggggg!!!!
help us this has being driving me crazy for 2 months (is this normal or am I just stupid, on second thoughts don't anwser that)

this would never happen with trueSpace : )
well OK it did but that not the point it's a pain in the ass

fix this and u will be my new God (well a close second to the voice inside my head)

HELP HELP HELP PLEASE


#3 digisoap   Members   -  Reputation: 241

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Posted 14 December 1999 - 10:40 AM

As the above post points out, this not a problem with trueSpace. What you may want to do (assuming you have cash - you must if you can afford MAX ) is import the model into trueSpace, and use the free SOLIDIFY plugin available on the caligari website (http://www.caligari.com), which will fix any hols in an object with changing the geometry. It's one of those things where you don't question how it works, but just know it does.

-Nick http://www.digital-soapbox.com



#4 Mr   Members   -  Reputation: 122

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Posted 14 December 1999 - 08:55 PM

THANK YOU!!!!! :-)
I will have to try this. The guy who posted above you is a friend of mine (with truespace) being a smart ass. He's the one building the 3D-engine. Bag him about not being able to code and he bads me about not being able to model :-)

#5 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 17 December 1999 - 01:50 AM

If you wanted to make sure that there where no errors in the mesh a better way may have been to run a SLT-Check on the model insted of blindly adding polygons with cap holes.

SLT checks for open edges, double faces and few other usefull things and is always a good way to finish off a game model created in max.

-E!


#6 Mr   Members   -  Reputation: 122

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Posted 18 December 1999 - 05:00 PM

SWEET! I'll do this, thanks.

#7 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 19 December 1999 - 10:49 AM

This has been BUGGING me as well. I will try the truespace solution, but there are a lot of related problems in MAX:

Boolean operations create malformed objects with stray polygons here and there, and that do not STL-check well. Anyone know a way around this, any alternative boolean plugins?

Further I have (right now, tonight) trouble with a vanishing arm... I have a character that initially has consisted of separate objects for each body element needs to be one contigous mesh. I just assumed it would be a simple 2 hour matter of boolean operations. Now its eleven in the night and I am still trying... Now my problem is that as I incrementally add one limb after another to the complete body now the arm suddenly disappear from the body as I add the right arm... why? The objects STL-checks just okay, and all is collapsed to editable meshes. Any pointers...

MAX just isn't very good for lowpoly stuff. Not in real life at least.






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