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› Cutting problem in GMax
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Cutting problem in GMax (Read 352 times)
Feb 26
th
, 2010 at 7:21am
JakesF14
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IWhen I cut (boolean - subtract) in Gmax, the end result is not what it is supposed to be. Any idea why?
Before:
After
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Reply #1 -
Feb 26
th
, 2010 at 11:03am
nandi
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Hello.
make the -Stamp from a tube with middlepoint.
So the max must make the polygones in other way.
Bool and then with pointmove the inside form.
otherwise sometimes it works with more subdivide ( more points) the long lines.
Make the curves with 6 points that`s enough.
regard
nandi
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Reply #2 -
Feb 26
th
, 2010 at 7:26pm
Fr. Bill
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Frankly, I would have left the object planar, and then used ShapeMerge to cut the hole...
...then Extruded the result after cleaning up any extraneous vertices.
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
opinion. I do
NOT
speak for any company, real or imagined...
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Reply #3 -
Feb 27
th
, 2010 at 4:02am
nandi
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Hello
How to make it in less then 5 minutes with good poly.
This cut is excactly and clear because both parts has the same poly and max must not create other helppoints.
Regard
nandi
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Reply #4 -
Feb 27
th
, 2010 at 7:36am
LeeC
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Shouldn't be a problem really.
All I did here was create a rectangle, change the corner radius, extrude it, cap it, SHIFT+drag to copy it, scale it and then Boolean it. The result is the picture below...
The only thing I can think of, is did you create the shapes with two different Rectangles? If so, the number of vertices on each shape might have been different depending on the corner radius. Other than that, I cannot think of what the problem could be.
The suggestion by Fr.Bill is probably the best solution if you are working with "shapes" from the off.
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Reply #5 -
Feb 27
th
, 2010 at 7:54am
Brett_Henderson
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EVERY OUTER MARKER SHOULD
BE AN NDB
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These are all interesting techniques... Let me come at it from another angle (no pun intended)..
If the cut your looking for, is a window in a fuselage... you won't have the luxury of making everything all symetrical.. you gotta work within the limitaions of the curves and possibly bends where the window(s) will go.
If it's literally the object we're working with here.. just start wit a 'Tube'
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Reply #6 -
Feb 27
th
, 2010 at 8:06am
LeeC
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Brett_Henderson wrote
on Feb 27
th
, 2010 at 7:54am:
If the cut your looking for, is a window in a fuselage... you won't have the luxury of making everything all symetrical.. you gotta work within the limitaions of the curves and possibly bends where the window(s) will go.
Because of GMax (and 3D Studio/Max) and the strange way they handle Booleans, the more complex the situation, the better the results can sometimes be.
Some shapes cause problems, others just take a little pre-planning before you use them.
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Reply #7 -
Feb 27
th
, 2010 at 9:06am
Brett_Henderson
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Yup.. and that same complexity that makes cutting "easier".. makes cleaning it up more tedious
No two situations are the same..
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Reply #8 -
Feb 27
th
, 2010 at 9:45am
LeeC
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Brett_Henderson wrote
on Feb 27
th
, 2010 at 9:06am:
Yup.. and that same complexity that makes cutting "easier".. makes cleaning it up more tedious
No two situations are the same..
That's why I mentioned the pre-planning.
Take the image I posted, by isolating the complex corners into a single poly, you can pretty much guarantee that the boolean output is about as clean as you are going to get it. You might have a little bit of edge turning to do, but nothing major.
The turned edge version unwraps uniformed, so you won't get any texture stretching, should be fine.
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Reply #9 -
Feb 27
th
, 2010 at 10:05am
Brett_Henderson
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EVERY OUTER MARKER SHOULD
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Yeahh.. that looks alot like my last, multi-windowed model..
Also.. (going back to the original cut).. if it is going to be a window.. and you'll have to eventually model the "3-d-ness".. you again can just use a tube with the outer polys reomoved.. and then "fit" it into the fuselage.. It's more work at first, but doesn't need cleaned up (like those pesky vertices you can't even see at full zoom)..
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Reply #10 -
Feb 27
th
, 2010 at 11:01am
nandi
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Hello.
It`s very interesting here.
So I want to know why do you cut with bool the
fuselagewindows and get more vertex ?
I made the windows with alpha textures as glas.
For doors it`s ok, but for closen windows??
Regard
nandi
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Reply #11 -
Feb 27
th
, 2010 at 12:06pm
Fr. Bill
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Nandi, for a model that's intended to be AI only, "painted windows" are just fine, as would be user flown airliner models with many, many windows.
However, for smaller models that will feature a fully detailed interior, having "real windows" will allow the inside to be seen...
Even on larger aircraft with many windows, having "real windows" would allow the modeler to place a long, thin textured polygon on the inside to create the illusion of an 3d interior.
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
opinion. I do
NOT
speak for any company, real or imagined...
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Reply #12 -
Feb 27
th
, 2010 at 8:09pm
LeeC
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Brett_Henderson wrote
on Feb 27
th
, 2010 at 10:05am:
Yeahh.. that looks alot like my last, multi-windowed model..
Also.. (going back to the original cut).. if it is going to be a window.. and you'll have to eventually model the "3-d-ness".. you again can just use a tube with the outer polys reomoved.. and then "fit" it into the fuselage.. It's more work at first, but doesn't need cleaned up (like those pesky vertices you can't even see at full zoom)..
Forgive me if you are already aware of this technique, I don't mean to patronise.
Did you know that after you Boolean the shape out, you can select the inner ring of edges around the hole (left by the boolean) and then SHIFT + Move the edges inward, to create the inner_window faces?
If you want a lip on the outside, you can apply a small chamfer before SHIFT + Dragging the edges and then extrude the chamfered faces. For some reason, it appears to only allow you to chamfer a small amount, the corners seem to restrict the chamfer range.
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Reply #13 -
Feb 27
th
, 2010 at 9:06pm
Brett_Henderson
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EVERY OUTER MARKER SHOULD
BE AN NDB
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LeeC wrote
on Feb 27
th
, 2010 at 8:09pm:
Brett_Henderson wrote
on Feb 27
th
, 2010 at 10:05am:
Yeahh.. that looks alot like my last, multi-windowed model..
Also.. (going back to the original cut).. if it is going to be a window.. and you'll have to eventually model the "3-d-ness".. you again can just use a tube with the outer polys reomoved.. and then "fit" it into the fuselage.. It's more work at first, but doesn't need cleaned up (like those pesky vertices you can't even see at full zoom)..
Forgive me if you are already aware of this technique, I don't mean to patronise.
Did you know that after you Boolean the shape out, you can select the inner ring of edges around the hole (left by the boolean) and then SHIFT + Move the edges inward, to create the inner_window faces?
If you want a lip on the outside, you can apply a small chamfer before SHIFT + Dragging the edges and then extrude the chamfered faces. For some reason, it appears to only allow you to chamfer a small amount, the corners seem to restrict the chamfer range.
Sure.. I've used those techniques.. and extruding.. There's really no best way to do most of it. Every situation is different.. and sometimes you just want to do it differently.
What I enjoy least, is hunting down those stray vertices.. usually I'll just 'snap' then to the nearest and then weld them. Using a tube as a foundation for a window (as opposed to cutting it).. never leaves a mess..
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Reply #14 -
Feb 28
th
, 2010 at 3:26am
nandi
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Hello Fr.Bill.
To see the interior through the window.
Is this the only point you want ?
You can make it with different grey color in the alphatexture on the fuselage.
From glas absolutly clear to see full the interior.
or semi to see the interior and glas
or full glas without seeing the interior.
Often you don`t need the interior.
Make only one paperwall inside in the middle of the fuselage and a textur
with passengers on it .
Mostly you see only the head from outdoor.
If opening passengerdoor you can set a person as paperwall in it
and not a full 3D person with a lot of poly.
If you set the person on the correct place you see from outdor only the front
of the passenger or steward.
Try it, you will be surprised.
Next picture is not the freeware you can get.
I made some blimps myself as static with FSDS
for a blimp meeting.
There is no one bool.
only textures
The windows are perfect, you see.
If you don`t belive it you can get a hardcopie from my FSDS
How to make the alphatextur for aircraftwindows.
Therefore at first you need not a bmp but a tga.
I make textures with Paint Shop Pro.
It makes alphas.
Then I must convert the tga to DXT3 with the DXTBmp-program to FS9.
Unfortunately bmp is not ever bmp as usual.
Between it gives different bmp, but you don`t see it if you have
only the name.
DXTBmp you must have.It`s the easists way to do.
I belive someone goes other ways.
Regard
nandi
Regard
nandi
«
Last Edit: Feb 28
th
, 2010 at 5:10am by nandi
»
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