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View Full Version : WWWhhhhhhyyyyyy!!!


Snoopy
06-29-2002, 03:12 AM
I made a model,export it as a low detail model.Then I import it in another sence,then smooth it.......but,it looks bad!it looks like the surface of the model is broken.How can I fix it???????

Snoopy
06-29-2002, 03:14 AM
:buttrock:

Taoizm
06-29-2002, 04:05 AM
First question: Why are you exporting the mesh? If you're staying inside MAX just use "MERGE" to bring that model into the scene. (or either of the XREF options depending on usage)

If you're saving it out as a 3ds format it's probably going to do some wacky things on import.

Snoopy
06-29-2002, 07:10 AM
:bounce: thankyou very much.so you mean the format of 3ds has some fault?

sarfarazsoomro
06-29-2002, 07:46 AM
well sometimes modelling in max i also get such mess .........

i over come the problem by simply collapsing the stack or just adding a new edit mesh modifier over that.....

i say collapsing may get u out of this:shrug:

see if this can help u

Reality3D
06-29-2002, 01:57 PM
.3ds only supports 1 uv per vertex. Maybe your head was already mapped and in the export process 3dsmax broke the surface in some chunkie part. Selecting all the vertices and welding may do the trick

xynaria
06-29-2002, 02:28 PM
I don't honestly know why it does it but I gave up completely on .3ds after first using it as everything kept getting corrupted one way or another. I switched to saving in.obj format and have never looked back.
Try it via the free plugs Max2Obj and Obj2Max at:
http://www.habware.at/duck4.htm

:)

bloodlocust
06-30-2002, 01:26 AM
it looks as though your verts are not welded. If you're using the 3ds file format to load and save with, you'll find that it create smoothing groups based on shared edges: for example, a diamond will remain a diamond only if you detach each side.

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