Hi i need to know how to cut a hole or inset into a mesh without using booleans. I was told not to use booleans coz it gives an un-needed poly rise, and also stuffs up textures.
I found this out first hand, when yesterday, i applied a stone texture to a wall with an arch cut into it using booleans. The texture was skewed and stretched along the wall. A quick check in wireframe mode confirmed this as there were edges along the middle of the wall joined onto the arch.
Any help is appreciated
Thanks,
biggest kid
Replies
http://boards.polycount.net/showthread.php?t=56014&page=3
Anyway tahnks for the link, anyone else plz?
I assume its Max, since you mentioned booleans (although I'm sure other apps have this function aswell (anyone know if other apps do boolean better than max btw?)). Is there a particular step that you're stuck on?
Although it gets more complicated if the shape you want to put a hole into doesn't have a flat area on it.
Either you learn how to push/pull/connect the edges and faces the manual way, OR you use the boolean and clean it up.
Either way, learning both of those things is pretty important and useful. So I suggest trying one or the other and learning how to use the tools in the process.
Just look around the tools in edit poly. If you see something you don't know how to use but it looks like it might be useful, maybe look it up in the help file (which has lots of useful mini-tutorials for each tool). You'll get it.
Say i have a large square block for a wall, how is connecting edges going to help me inset an arch into that wall? Also, does connecting edges contribute to the poly count?
Also see : "insert vertex" which drops a single vert in along an edge if you're in edge sub-object selection, or inside a poly if you're in poly selection (less useful, you often have to go turning the resulting edges to where you actually want them, which is more of a faff in Edit Poly than it should be). Various snaps will help you add the vert in non-arbitraty locations. Insert vertex is often missed by people that love to connect edges to add the one vert they need, forgetting to remove the second vert they don't need
Now if you want something square do as other people said and use quickslice - delete the "hole" faces and then bridge the edges to close the gap.
Personally for an arch like that, I start off with a half circle, extrude the edges once, flatten them with "Make Planar XYZ" and then remove the extra verts.
Step three is the "collapse" button under the Edit Geometry rollout of the edit poly stuff.
Thanks for the translation, I didn't mind doing it myself because I thought the images were pretty clear but apparently they were not
Biggest_kid: I think what you're running into is simply not knowing your toolset well enough.
Play with max. click buttons, make random wobbly gooey objects or whatnot just finding out how to mess with the geometry. Once you know how the tools affect what you're working on, you can start to understand how multiple operations can be combined to get the result you want.
Evertime i try to attach these objects together it always blacks out the right eagle as you can see in the image below. I need to know what is causing this and how i can fix it. (As you can see i got the arches to work lol :thumbup:)
(Click on image to enlarge)
The mirror tool, works by negatively scaling your mesh, which inverts the polys. Most of the time you won't see it until you reset xform or export to a game engine. It's probably a good idea to stay away from the mirror tool and use the symmetry modifier instead. It welds the seam for you also.
You can also work in edit poly with symmetry on top of your modifier stack and it will update the copied side in real time as you work, pretty awesome.
When you run into questions, I would say hit F1 first, then hit the web, then post here.
Really struggling to keep things clean though, trying to assemble the cube faces from the inside outwards has left a lot of tris, which makes this a terrible thing to try turbosmooth on.
It's a lot like the mentioned way eariler, but a slightly different approach.
Your main problems is, your making too many un-needed sides, and its hard to manage.
Let me know if this helps.