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shocky
04-07-2002, 09:52 AM
Newbie question: When i delete some faces or use the Slice modifier with the Remove Top/Bottom option, I get a hole in the mesh. Now then how do I
1. Cover back the hole
2. Attach another mesh to it and make both the same object
3. Use the Refine Mesh and Split Mesh options? Can't figure out how they work

Anyone mind explaining to me? The Help file wasn't really helpful here.

Ls3D
04-07-2002, 10:18 AM
Depends on what you are creating,..

I get the vibe that you are jumping in without reading a book or the manual on max. Doing some basic tutorials, although boring at times and frustrating (when they don't work) will answer alot of your initial questions and help you to quickly evolve.

Or if you are looking to transfer knowledge from another app hook up with a local user's group and get a summary of the max gui and feature set. BTW Google will reveal numerous online tutorials.

-Shea
www.Ls3d.com

:cool:

shocky
04-07-2002, 10:25 AM
Thanks I'm searching google now. I've gone through abit of the help from the Learning & Training CD, and a few books, but they don't seem to cover all the modifiers... except 3dstudiomax bible but thats one big book :P

Ls3D
04-07-2002, 10:35 AM
If you want to pay for the call I will give you the executive summary ;) And keep those questions comming - so we can watch as you pick up the language and ask more advanced questions,.. one day posting a WIP!

-S

http://www.ls3d.com/contact.html

shocky
04-07-2002, 11:58 AM
Hmmm.. I did a loft with a straight line path and a simple profile, and ended up with an object with two holes. Applying the Cap Holes modifier did not fill up the hole, so I did a Mesh Select of the adjacent faces(I think I selected them all 46faces) before applying the Cap Hole modifier but the hole still remains... How do I fix the problem? I want a box with one side curved, any other approaches?

Antilles
04-07-2002, 01:13 PM
if i may be so bold as to reply, you convert the thing into an editable mesh. then you click on the faces sub object group button, and click 'create' under it. Your object will have a bunch of blue dots all over it (vertices). Using the vertices on the ends, just click on three of the dots to create a new face. Do this until the sides are covered. But be careful! some of the faces you create will not be turned the right way. (I think you have to click the 3 dots in a counter-clockwise fashion) Then you must click the 'show normals' box, and look at which way the blue line runs, this is the side the face is visible, so if you have any that are turned to the inside, select that face, and click 'flip normal' somewhere down at the bottom of the big menu at the right. Thats how i would do it, but im not a master, so any other suggestions may be better!

EDIT: sorry if you knew most of that stuff, just being thorough!

shocky
04-07-2002, 05:14 PM
Thanks I tried that and it worked. Tried the Create tool in Polygon sub-object level, and it seem to work faster. :)

AJ
04-07-2002, 08:13 PM
Or...

You could collapse the object to Editable Poly, go to the border Sub Object selection - select the open edges and click "Cap" under the rollout.

or...

You could simply create the same shape with an extrude...

or...

the reason that you shape isn't closed (and won't be capped by "cap holes") is because the original spline used to create it isn't closed itself...

If you go the the Vert sub-object level of the spline and drag (marquee) select over the verts - you can see how many there are, and if that corresponds to how many there should be. If there are more than you think then weld them together. You're objects should be automatically capped upon creation then.

Hope this makes sense!

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