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-RoadToDawn
Member
RoadToDawn

3 years ago
OK so I've been drawing a kind of mesh on a photo of a face, so that I can create a poly with all of the angles etc already created (as my tutorial tells me)

So I used the line tool to create a load of quads, ending with this:

[Link to xs132.xs.to]

However, I am then told to select one of the quads and convert it to an editable poly. This turns one of my quads solid which is what I expect. Then I click the small icon next to the Attach button on the 'Edit Geometry' section, select All (which selects all the Lines I have drawn) and press ok.

Then it gives me a large poly like this:

[Link to xs132.xs.to]

This is pretty much what its supposed to look like, except for the gap _above_ the nostril and the indentation on the left of the temple. So naturally, I clicked undo a couple of times to return to the poly stage, to draw in a couple of quads in those two places, but for some reason when I try and draw a line, no line is created.

I click and drag with the line tool, but nothing. I have no idea why it wont draw lines, as far as I can see Im doing nothing different to what I was doing in the first place.

Thanks for listening, hope you can help.



My latest 3D project:
[Link to ja3dface.blogspot.com]

+isaac
Moderator
isaac

3 years ago
That's weird, and it could be a bug.
My big question is, since you're in edit poly mode, why not just create the needed faces with one of the dozen tools provided in that modifier? Though i'm guessing that already occurred to you.

i really wish i could see what's going on.
1. Did restarting max fix it? (fixes most max problems)
2. When the problem occurs can you create other objects like spheres and cameras?
3. Are you sure you're not on a HIDDEN LAYER?
4. Is 3dsmax mad at you?

-RoadToDawn
Member
RoadToDawn

3 years ago
Well I've never really done this kind of poly before, so the thing is I just dont know how I would do that.

Any tips?
My latest 3D project:
[Link to ja3dface.blogspot.com]

+isaac
Moderator
isaac

3 years ago
lol i was editing my comment when you replied.

-Osiris
Junior Member
Osiris

3 years ago
haha, i find number 4 is the most common problems for software not doing what I want
~=~ Whoever said nothing is impossible never tried pushing a revolving door ~=~

-Osiris
Junior Member
Osiris

3 years ago
I'm guessing it has something to do with those quads not being drawn right, quick question have you checked "underneath" to see if there are polys, but facing the other way?
~=~ Whoever said nothing is impossible never tried pushing a revolving door ~=~

-RoadToDawn
Member
RoadToDawn

3 years ago
Nope theyre not there frown.gif

Is there a simple way I can "fill in" the gap above the nostril? I'll post up another picture of this from an angle if you need a better idea of what it looks like in the 3d program.
My latest 3D project:
[Link to ja3dface.blogspot.com]

-Osiris
Junior Member
Osiris

3 years ago
if there are the correct vertxes then you can.

Use "edge select" to start with on the Edit Poly panel, that should identify if there are any issues with the vertexes, if the selection is right for the poly then either go onto "poly select" and create a poly in the gap, Or, have the edge selected and use "Cap Holes" from the modifier list. (If you dont have the edge selected then it will cap every hole it is able to, including the eyes etc)
~=~ Whoever said nothing is impossible never tried pushing a revolving door ~=~

-RoadToDawn
Member
RoadToDawn

3 years ago
OK, sorry I dont mean to be rude or anything I'm just very lost at the moment ><

So, I've selected the four edges around the hole like so (this is exactly whats on my screen at the moment)

[Link to xs432.xs.to]

Now what should I do? confused.gif

My latest 3D project:
[Link to ja3dface.blogspot.com]

-Osiris
Junior Member
Osiris

3 years ago
did you do that by select each edge on its own, or by using the edge selector out of the options in the edit poly menu?
~=~ Whoever said nothing is impossible never tried pushing a revolving door ~=~

-RoadToDawn
Member
RoadToDawn

3 years ago
I dont know. I really dont know what I'm doing.

I clicked the Edge button underneath where it says "Selection" and held ctrl and clicked them all individually.
My latest 3D project:
[Link to ja3dface.blogspot.com]

-Osiris
Junior Member
Osiris

3 years ago
ok, next to the Edge Button on the right there should be another one, called outline I think. Basically if you click that, then click an edge with an open face it will select all the other edges associated with that edge.

What happens if you use that selection with just the edge of the hole?
~=~ Whoever said nothing is impossible never tried pushing a revolving door ~=~

-RoadToDawn
Member
RoadToDawn

3 years ago
I tried clicking the Border tool just now, when I click inside the hole it does nothing, if I click one of the edges it selects the border of the quad thats connected on the other side of the line that's clicked, rather than the border of the hole.

Any ideas? Sorry to be a pain, just polys are something I've never really messed around with before, so I'm at a bit of a loss.
My latest 3D project:
[Link to ja3dface.blogspot.com]

-Osiris
Junior Member
Osiris

3 years ago
Ah Border! Thats what I meant.

Ok, for each vertex of the hole, move it up or down, and see if there is another vertex hidden underneath, just ctrl+z after moving it to get it back to orig posit.

If there is another vertex underneath try target welding the one you moved to the one underneath. Check all 4 points. If you did weld any try border tool again.

Then report back with results
~=~ Whoever said nothing is impossible never tried pushing a revolving door ~=~

+VarnishedOtter
Admin
VarnishedOtter

3 years ago
Aaah the Kidney Tool.
Please support us and post a [Link to www.digitalartsfront.com] on your website.

--Matt

-RoadToDawn
Member
RoadToDawn

3 years ago
How do I move vertices? I've clicked the Vertex button but I cant drag them or anything.
My latest 3D project:
[Link to ja3dface.blogspot.com]

-Osiris
Junior Member
Osiris

3 years ago
you need to choose the mover tool, on your version its the crosshair with an arrow at all points, just under the "r" of reactor (sorry if this is too obvious, I dont know how much experience you've had with max) Then there should be 2 (or 3 in perspective) arrows appear around the selected vertex/edge/poly, click on which ever one you want to move it in the direction of. The arrow should go yellow around whichever axis you chose.
~=~ Whoever said nothing is impossible never tried pushing a revolving door ~=~

-RoadToDawn
Member
RoadToDawn

3 years ago
Hmm I tried that but it didnt work confused.gif

If I try and move vertices they dont appear to move, and if I drag the slider a way it suddenly has a horrible folding effect that looks really weird
My latest 3D project:
[Link to ja3dface.blogspot.com]

-Osiris
Junior Member
Osiris

3 years ago
which view are you doing this in? Also are you trying to do it with Snap toggle still on?
~=~ Whoever said nothing is impossible never tried pushing a revolving door ~=~

-RoadToDawn
Member
RoadToDawn

3 years ago
Doing it in User view, with Smooth + Highlights, Edged Faces and Grid toggled on.


This is driving me insane >< This projects due pretty soon and I'm completely stuck

Snaps been toggled off, too.

My latest 3D project:
[Link to ja3dface.blogspot.com]

-Osiris
Junior Member
Osiris

3 years ago
change to either top or front, whichever gives you the face on look, then try moving the vertex again, do it in wireframe aswell, makes it easier to see what is going on in my opinion.
~=~ Whoever said nothing is impossible never tried pushing a revolving door ~=~

-RoadToDawn
Member
RoadToDawn

3 years ago
Aha upon moving a vertex, I found that I had indeed got two in the same place:

Before moving:
[Link to xs132.xs.to]

After moving:
[Link to xs132.xs.to]

So that solves that mystery. However, how do I remove the extra vertex, without destroying all off the connecting lines? Obviously I need them connecting to the other vertex rather than the duplicate.

I need it to look how it did in the first picture, but with all the lines connected to the same vertex, if you see what I mean.

My latest 3D project:
[Link to ja3dface.blogspot.com]

-Osiris
Junior Member
Osiris

3 years ago
ok, with the vertex you moved selected, look in the modifier panel for a "target weld" button, then click on the moved vertex, and then try and click it on the one you didnt move.

Then check all the other vertecies.
~=~ Whoever said nothing is impossible never tried pushing a revolving door ~=~

-RoadToDawn
Member
RoadToDawn

3 years ago
Aha thank you smile.gif

Next, I've found something of a bigger problem... looks like its not my day >.>

Upon moving a vertex here...
[Link to xs232.xs.to]

to here...
[Link to xs232.xs.to]


You can see that the vertex isnt even a part of the line, it was just on top of it confused.gif

Is there a simple way to fix this problem?
My latest 3D project:
[Link to ja3dface.blogspot.com]

-Osiris
Junior Member
Osiris

3 years ago
yea, you can, on edge select you can insert vertex on an edge, turn on snap, with edge checked, and do insert it on the edge.

If you want it to be in exact same place just make a note of the vertex position before you move it, and then once you have inserted the new one change its co-ords to it. Then target weld.
~=~ Whoever said nothing is impossible never tried pushing a revolving door ~=~

-RoadToDawn
Member
RoadToDawn

3 years ago
Wow I've ended up finding this whole thing littered with these duplicate vertices. Instead of try to fix it, I've decided to try and redo the mesh from scratch but being more careful. I'll let you know how it goes.
My latest 3D project:
[Link to ja3dface.blogspot.com]

-musashiroth
Member
musashiroth

3 years ago
Keep this in mind, when you create your mesh from various faces (lines converted into a poly) combined all together into one, you're going to end up with a mesh full of seperate faces, once you have all of the faces into one mesh, select all of the verts in the mesh and click on the small box beside the Weld command, this will open a window that will show you how many verts there where and how many you are welding together, drag the tolerance to some decimal value where you should see all of your mesh still intact, but you will also see the diference of numbered verticies in your mesh.

Hope this helps.
MuS@shiROth


-Osiris
Junior Member
Osiris

3 years ago
What I would do is right click -> Freeze Object.

Then create a plane with roughly the same number of faces as your orig mesh. Go to top view port, and position it on top. Then Right Click -> Object Properties -> Opacity -> change the value to around .5 This way it is see through, and you can see your orig mesh under. Then convert the plane to edit poly, turn on snap with snap to vertex checked, and move the verticies to match to orig mesh, and just remove or extrude faces as necessary.
~=~ Whoever said nothing is impossible never tried pushing a revolving door ~=~

-RoadToDawn
Member
RoadToDawn

3 years ago
Thanks for the tips, but I did in fact redo this stage of the project.

It turns out all of the vertices werent welded, but the tutorial didnt tell me that until a way after I'd encountered the problem.

My second version was more successful anyway.

I've managed to make a 3d face shape now, so hopefully I'm getting towards the end of the project. I'll show you the result once I'm done, youve been a great help, thanks.
My latest 3D project:
[Link to ja3dface.blogspot.com]

-musashiroth
Member
musashiroth

3 years ago
Awsome! Cant wait to see it!
MuS@shiROth


-RoadToDawn
Member
RoadToDawn

3 years ago
OK so I've been working on this _a lot_ and to be honest I'm starting to despise this project, lol. Making people is something I do not enjoy when it comes to max (I'm more of a landscape designer than portrait...)

Anyway this is where I've gotten stuck now:

[Link to xs432.xs.to]

As you can see I have the main face complete, and I've now done the top and back of the head (doing this in the way the tutorial shows me)

Anyway, the guy in the tutorial does this step, and then basically skips the whole next section going "and a few hours later...." In which stage hes filled in the side of the head.

However I cant figure out how to fill in the side. I've tried clicking all the inner edges of the (purple part) of the head and scaling it inwards but the effect doesnt work at all. The face isnt connected at the moment, but I havent been told to do this yet.

Any ideas of the best way to go about doing this?
My latest 3D project:
[Link to ja3dface.blogspot.com]

-musashiroth
Member
musashiroth

3 years ago
in most modeling cases, you model the ear separately and then you add it to the rest of your mesh.. if he skipped it in the tutorial, maybe he'll come back and discuss it. But in some cases they like for you to experiment and create your own things by what you've learned so far... If you wana get it done, try to model the ear by yourself, and then attach it to the head..

If you're not looking to model the ear and just want to fill in the blank space, create a mesh the way you did the face and fill in the blank, then attach it.
MuS@shiROth


-RoadToDawn
Member
RoadToDawn

3 years ago
Oh yeah I didnt think of creating a seperate mesh ><

I emailed my lecturer and she said that she was quite happy for me to stop modelling and move on to texturing and submit what I have made. However, I think I'll give that a shot before I give in. (I need this done asap really)

If your interested, I've got a blog about what I've been doing (its part of our assessment). I'm still working on the blog, but thought I'd throw it out there if you were interested.

[Link to ja3dface.blogspot.com]
My latest 3D project:
[Link to ja3dface.blogspot.com]

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Critical Mass :: 3D Action Puzzle Game

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