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View Full Version : Is there an equivalent of cps in Max?


PeaceOfMind
03-09-2002, 11:46 PM
Hey guys,

This is my first time posting on this forum so I'm not sure if you guys have talked about this before, but is there an equivalent to mayas "cps tools" in 3d max? I started off using max then moved to maya and now I want to go back to max but I've become attached to modelling using base/poly tactics :cool:
Thanks alot.

ToddD
03-10-2002, 07:26 AM
Hey PeaceOfMind, a little explantion of what cpstools do would be helpful for those of us not fortunate enough to use Maya yet.:) Maxxers using Max4 have access to some great scripts for polymodeling, Meshtools and CSPolytools, they are version dependant though so read the info before installing. Hope this was of some help!

hormon
03-11-2002, 05:44 AM
Ive looked the cps site, and it got heaps of tools. Most of it can be done easilly in max. So which tool are you reffering exactly?

rendermonkey23
03-11-2002, 06:24 AM
I sent PeaceofMind a PM before I read this but all he was talking about was the show end result feature.

Basically just once you have your mesh (box or whatever) just apply a meshsmooth modifier and crank the iterations up to whatever you desire (not render iterations). Then go to your sub object mode and check the show end result option just above the selection tab on the modify panel (the little test tube lookin thing). TA DAAA!

You have your before (box) and after (meshsmoothed) versions so you can work on the original geometry and see the end result.

http://alshaheen.net/artists/rendermonkey23/sub-D-stuff.jpg

Chris
03-11-2002, 06:30 AM
I had a bit of a look at the interface, most of that stuff is pretty standard in MAX, although not layed out in the one floater like that.

It would be a simple matter to write a maxscript to put all those functions into a similar floater though...

the initial blub goes like this:

This tool creates a copy of selected polygon meshes and applies an optional smooth and triangulate operation to the new objects. If you modify the original geometry you can view the smoothed/triangulated result instantly.

to do this in MAX:

shift drag (move) your poly object & select 'reference'
apply meshsmooth to your reference (1 or 2 iterations)

thats it! changes to the original geometry will now 'instantly' be shown on the smoothed reference mesh.

to do the symmetrical modelling is just as simple:

delete half your mesh
click mirror (reference, adjust the offset)

:)

[edit] nuts! not fast enough :D, or you could go by rendermonky's post with the nifty screenshot & everything :(

hormon
03-11-2002, 06:32 AM
Aaah, the show end result feature. :)

Theres about 3-4 scripts yo switch from lores to subdee'd version (or vice versa) that can be assigned to hotkeys. Very handy. Its like having LW in max. You should consider to use it.

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