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Boolean operation for windows, Shadow edge problem when conversion from poly to mesh in gmax ? (Read 1321 times)
Dec 2nd, 2012 at 10:42am

Woodylepic   Offline
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Quebec Canada

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...
I have some trouble when I convert my model from poly to

...

To mesh I got this result. Cry not very cool

I have 50 windows like this in my model

I have see some model in gmax whit out edge relying the windows,

How to made windows whit out edge ?

Is this possible ?

Does somebody know how to resolve this ?
 

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Reply #1 - Jan 2nd, 2013 at 6:09am

zenon   Offline
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Before you make boolean u have to cut vertical actualy you must have so close edges to  hole place and u get less deformation. If you make boolean  make left and right new edges.
 
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Reply #2 - Jan 2nd, 2013 at 10:39am

Felix/FFDS   Offline
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There are several issues here.

Being a minimalist modeller myself, my first question would be - do you actually NEED to cut all those holes?  Could you get by with creative texturing of the holes instead?

For that many portholes, I would suggest using shape merge instead.  That way, you "project" a shadow of the holes onto the hull.  (caveat:  I can see some slight deformation of the hole as the shape is projected along the curve of the hull, but if it's minimal, it may "pass inspection")

Finally, if you absolutely have to do the boolean, I prefere to the the boolean operation on an e-poly (editable poly) rather than an e-mesh...  I feel that the operation on an e-poly is "cleaner".

The problem you're seeing, however, may be due to the additional points/vertices created during the boolean cut.  You should inspect the cuts and weld carefully extra vertices.  Alternatively, as the poster above suggests, you may have to rework some of the edge triangulation (do it in e-poly mode) to "clean up" the visual.  This is one of those instances where "no good deed goes unpunished".


 

Felix/FFDS...
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Reply #3 - Jan 5th, 2013 at 4:09am

Travis   Offline
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Cannot find REALITY.SYS.
Universe halted.
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As Felix has suggested, it is much better to simply leave the mesh whole and texture the portholes on, rather than cut them.  That's your best option for a non-player craft.  However, if you're going for high-quality in a pilotable ship, I would suggest a different method.  Booleans and Shape Merge both have their flaws and inaccuracies, so I tend to set up this type of thing by creating the vertices of the "porthole" (or whatever object) by making the necessary cylinders and aligning them properly.  Then (and here's the hard part) delete the polys that are supposed to surround them and create new ones by hand.  It's time consuming and difficult, but you get a much cleaner mesh and a better result than by using any actual cutting technique.
 

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Reply #4 - Jan 5th, 2013 at 1:37pm

Felix/FFDS   Offline
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Travis - you're sounding like an FSDS luddite!  a modeller with a touch of masochism!

I like you!
 

Felix/FFDS...
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Reply #5 - Jan 5th, 2013 at 2:09pm

garryrussell   Offline
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Hello!

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I am FSDS but....

I've tried using Boolean but it's always a big mess and went back to the manual method described above.

In a way it's quicker as although Boolean does it in an instant, there is such a long time trying to sort out the mess only to find it is not as neat as the manual method it's all time wasted.
 
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