Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: NegspectahDek on September 23, 2005, 03:47:39 pm
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I'm trying to merge a box and two cylinders using a boolean. It does the first one fine but when i go to attach the other, i get mesh deformation around the 1st cylinder. Any ideas?
(http://tinypic.com/dxy820.jpg)
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Where's the second cylinder? Can we have before and after shots at a less dramatic angle, please?
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Don't use a boolean. Cut a hole in the box (using delete face), attach the cylinder to it, and then manually create faces to join the cylinder (etc).
It's easier IMO. I always found booleans more hassle than they're worth, what with the inevitable geometry cleanup.
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aldo, I just start using max 7 and booleans are only way I've learned to manip meshes so far. can you point me tp which tuts included in max 7 would go over that info?
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galemp:
(http://tinypic.com/dy0p5u.jpg)
(http://tinypic.com/dy0pa9.jpg)
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convert it to an editable mesh after each boolean.
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After doing the first boolean, press the create boolean button again and repeat the merging process.
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Originally posted by NegspectahDek
aldo, I just start using max 7 and booleans are only way I've learned to manip meshes so far. can you point me tp which tuts included in max 7 would go over that info?
I don't know about max 7, but this site has some useful tuts; http://www.comet-cartoons.com/toons/3dhelp.cfm
The human modelling ones in particular give good tips, even if you want to ignore the subject matter :)
Max 4 had a tutorial IIRC to box model a fighter plane which would give you the basics of it. To be honest I've never even tried another technique, so I can't advice on others. I think Omnis had good results using spline / patch modelling, though.
To do what I'm suggesting; make sure all objects are editable meshes*, select one, then right click. Select 'attach' and then click another object; this will allow you to merge the 2. To create faces; simply select either the triangle or poly, select the 'create' utton, and then click on the points which will define your new face. For example, one point on the cylinder base and 2 on the box mesh. For polygons, you can select >3 points; you need to select your starting point at the end to complete the face.
If you can't see the face, click the 'flip' button. The order you select points in affects the way the face...faces.
*you can do it with other types, but it's a little different. This is easiest IMO.
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carl: even doing that i still get the deformation.
aldo: your way did the trick, thanks for helping a modelling noob out
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thanks to you guys
(http://tinypic.com/dysjfs.jpg)
and for anyone thats intersted
http://rapidshare.de/files/5500668/phalanx_gun.avi.html
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I have to upload something to download that movie? :doubt:
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no go down to the bottom of the page and click on free