View Full Version : MAX5: Attaching detail technique
sledgeweb 02-28-2003, 02:28 PM This is basically a technique question, and I'm at work (no max) so I can't post any pics, but I think it's simple enough to explain with words.
Let's say you are poly-modeling an object. It's fairly simple, mostly large planes with some boolened cut-outs and whatnot.
Then you want to add an object of detail to the model. Let's say, a very thin cylinder (think petri-dish). The area it will fit in on the model is just a flat square plane.
1) Is there anything inherently wrong with creating the cylinder object, lining it up with the main object, and then using ATTACH to join them? It isn't welded together because the cylinder verts don't match up with the plane verts. Is that bad?
2) Is it better to shapemerge the cylinder on to the object and work from there?
3) Is ther another way to do this that is best?
-sledge
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TimWoods
02-28-2003, 02:56 PM
err, its not really a problem just attaching things. I work with max radiosity so i have to make sure everything is a closed mesh, coz the radiosity works from the polys and vertex shading. but if your not using max radiosity then it dosnt really matter. And of course mesh smoothing doesnt like it.
Depends on how much of a tidy mesh freak you are.
:beer:
sledgeweb
02-28-2003, 03:11 PM
So...
What would be the best way to do this and keep a closed mesh?
In this particular case, the main object is a very square truck cab. The cylinder is a headlight, although I'm going to have many other objects to attach to the body that aren't cyliners (mirrors, handles, horns, fog lights, etc). What would be the right way to attach the light, and these other objects, to the truck and keep the mesh closed?
Thanks,
Sledge
TimWoods
02-28-2003, 03:38 PM
the way i find best is to attach them, then divide edges on the planes around it, snap the vertexs delete the faces left inside and weld the new element on!, this way you have ulimate control over where you put new polys and the like. i never trust compound or so called quick answers. but then if your joining something with lots of verts it takes time.
others may do it differently
:shrug:
gaggle
02-28-2003, 03:49 PM
Sounds like a job for just attach to me. What Tim says is entirely correct, my take on it is just that I think I'd go with the attaching. Test out how the mesh smoothes as you go along. There'll likely be some edges buried within the mesh you can safely delete, which will prevent Meshsmooth from messing too much with their shapes.
Then after all is said and done, you can consider applying.. well, hell, just renderable splines can do the trick, around certain objects, to get some edge-details going. It's a quick way to make something look welded to another object.
You may even be able to use Shapemerge to apply a spline that'll snugly fit to the mesh.
EricChadwick
02-28-2003, 05:55 PM
Take a look at the Power Booleans plugin.
http://www.npowersoftware.com/booleans/booleans.html
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