File :-(, x, )
3DS MAX Anonymous
Hello

i have had a go at getting some premade models ready for importing into pepakura, but it frequently ends up looking like this <- it's like it randomly flips faces to face inwards. i have found the flip face (flip normals) and go around the model clicking all the backfacing polys but then moments later it flips another bunch to face inwards. what's going on is there any way to stop it? as far as i know the models themselves are fine.

thanks
>> ­
>>188785
know this problem too.
weld all vertices and then unify the faces, after that you can flip the vector normals.
>> Anonymous
     File :-(, x)
>>188785

An Hero

go find an amature 3d software more suitable for your skills. Wings3D, Google Sketchup to name a few.
>> Anonymous
>>188793
if i learnt how to do it in max i would feel like i am learning something realy useful. fair enough if the layout was the same but with advanced features not included, but if you learn one program then aparently it is not quite that simple to just jump straight in with another program.

also i am finding it quite hard to find tutorials anywhere between the level of cant make a cube and cant make a dinosaur in someones bedroom..

i would prefer basic skills in 3d max than l33t skills in something like sketchup to be honest.

>>188789
i am finding trouble with intersecting faces also, and would like to split them along the intersect and then weld them together, is that easily possible? and finally when you have two objects that are selected seperately (eg car and wheels seperate) how do you lock them together to be one object

thanks alot, would really help.
>> Anonymous
     File :-(, x)
>>188793
Hm. Your post isn't helpful. It's disheartening and insulting. Imagine someone with a question about photoshop getting a "Use MS Paint n00b" response. You don't contribute to a sense of community, sacrificing that to preserve to idea that you somehow 'better' than others because your skills are more advanced. It's sad, really.
>> Anonymous
>>188793
poster here

not to be brash about it. but some people think they can just jump into certain things and ace at them. It wasn't really a stab at anyone's abilities or meant to be an actual harmful statement in any way. Mearly a typical 4channer response to a simple question. I mearly stated that maybe trying a more simple software with easier importing/exporting options might help you more than you think. MAX has always had problems importing 3ds files or obj files as far as dealing with face normals go. There aren't many tutorials out there for dealing with the issue at hand, but, there are over 9000 forums with tons of people willing to help ya in any way.

-anon
>> Anonymous
>>188824

>>188811here.
Fair enough. Sorry for jumping down your throat.
>> Anonymous
>>188828
>>188793here

: 3 no problem! sorry to sound like a prick.

also, make sure you've got "ignore backfacing" turned on when selecting faces and select the faces in wireframe mode ( F3 key ) instead of model view. ( F2 is handy too, it toggles the highlight of selected faces on and off when in wireframe mode) Sometimes a slip of a click can ruin a model in no time flat when dealing with faces. As for flipping the faces, you might have to resort doing them one at a time. Crappy imported models do this sometimes :-/ Part of the downside of importing all together.
>> Anonymous
Have the object selected
go to your Modify panel (on the right side of the screen, the little tab above the box, sphere, etc shit, that looks like a little bent shape)
Go into polygon Subojbect mode.
Select reverse facing polygon, Press "Flip" button
When all polygons are facing the proper direction, go into Vertex Subobject mode.
Select All
Press the little box button next to the Weld button
It will bring up a small GUI
Mess with the weld threshold in there till it welds all the fucked up vertexes together.

.... profit
>> Anonymous
>>188858
he speaks the truth
>> Anonymous
>>188858

thanks alot, i am advancing slowly and picking things up as i need them.. still don't have a clue with the intersecting faces.. does anyone know of a way to get it to split them at the intersection? would help immensely

thanks again guys
>> Anonymous
>>188793
here, again...

>>189411
got any screen caps of what you're talking about? it'll help pinpoint the problem.

if your object is an editable mesh or editable poly. you can select the faces that you want to remove and click "detach" over in your options dialog box. If you're trying to split a face at a particular point to optimize facing, then you need to select "split". Make sure your snaps feature is turned on to use midpoints, intersections, or vertex. After you click split, it'll be looking for you to select two seperate points on your face where you want a new devision to be.

Alternatively, you might try "turning" some of your edges of the faces you're working with. Simply select your edge modify option, then click turn. Select the edges that you want to reposition, and it'll do the rest. This can be a hassle sometimes and if it buggers up your model, then all you have to do is select the same edge again.
>> Anonymous
hi the slit is sounding most promising, but i am having trouble finding the 'snap to intersection' option. it is max 9.

as to the problem, if you refer to OP pic imagine where faces join at right angles, they dont, they just pass through each other without their being an official 'joint'

thanks for the help
>> Anonymous
>>189701
*slit = split function
>> Anonymous
>>189701

tha's an issue then. You'll have to actually break the objects where they intersect each other. Luckily... you're using MAX9 :-)

You're going to want to detach all of the seperate objects into their own little peices if they're not already. Once you do that, you can do what they call a "Boolean". It's a headache of a process to get right, but it'll do EXACTLY what you want it to. It also takes some playing around with to get it right, but any amount of effort invested will pay off in the end.

The Boolean tool is located under your create geometry tab over on the right. If you look where it says "standard Primitive" you'll notice there's a drop down menu right there. Click that, and change it to "compound objects". Boolean is under there. It's a basic concept tool that allows you to take an object and "remove" or "add" another object into/from it. (imagine taking an ice cream scoop and scooping out a sphere of ice cream, or taking a cube of clay and pushing a straw through it leaving a hole) That's essentially what Boolean does. What you're going to want to do, is find the objects that intersect, and Boolean them into a single object. You'll loose your textures and all due to this, but your model will be correct and you can add your matts later.

Select the object you want to boolean. under the boolean button, click "select operand B". This will ask you to select the SECOND object that you want to add/subtract from your first. Once you select the second object, you can go fiddle with the Boolean options to the right and figure out which one works best for what you need.

Note that it is PROBABLY a good idea to copy all of your objects off to the side before you start the boolean process in case of any major fkups.

hope this helps.
>> Anonymous
bamp
>> Anonymous
morning all
>> Anonymous
>>189717

thanks for all the help, bumping this for when i get time to sit down and work through everything you have said. hopefully this will all work out well :)
>> Anonymous
>>189717
this is looking to be EXACTLY what i wanted to do, only it is going to take longer than i wanted it to :P

thankyou for all the kind help