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Double mesh issue..3ds max

polycounter lvl 12
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Rockley Bonner polycounter lvl 12
I tryed looking this up on the net but. I couldent fid the answer. I noticed when I wouls tranfer my mesh to z brush, I would get two meshes , one inside of the other. Of course, this would cause issues latwr on. my layer did involve wdit poly as well as edit mesh, but I cant get rid of edit mesh. I think this may be the issue but I dont know how to resolve it. Any help? Thanks!

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  • Tadao215
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    Tadao215 polycounter lvl 16
    could you provide some screen shots?
  • Rockley Bonner
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    Rockley Bonner polycounter lvl 12
    dblmshpromlemzbrsh-1.jpg

    dblmshpromlem-1.jpg

    i think the layers in max, edit mesh and edit poly and are acting like two seperate meshes when converting over to zbrush thus why there are two meshes in z brush. I used edit poly because in edit mesh (default) has no tris which makes it easyer to work with. am i missing somthing?

    sorry about the bad grammar. the first post was done on my phone.
  • cryrid
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    cryrid interpolator
    On the zbrush side of things, you could try using Auto Polygroups, which should separate the different meshes into different groups. Then you could isolate the one(s) you want, and either delete the hidden points or split them into a new subtool.
  • r_fletch_r
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    r_fletch_r polycounter lvl 9
    so what happens if you collapse your stack before exporting? I've never seen the max obj exporter do anything like this if you had modifiers on the mesh, im thinking you have a hidden mesh in your scene.
  • Mark Dygert
    You don't have slice along mirror set so its mirroring your entire model. If you had slice turned on in max it would only mirror one half.

    You either want to delete half of your model then mirror it with slice turned off, or turn on slice and hope that it doesn't create a nightmare seam down the middle. You can solve that by making sure all the verts in the center are perfectly center or within the weld threshold.
  • Rockley Bonner
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    Rockley Bonner polycounter lvl 12
    cryrid wrote: »
    On the zbrush side of things, you could try using Auto Polygroups, which should separate the different meshes into different groups. Then you could isolate the one(s) you want, and either delete the hidden points or split them into a new subtool.

    will try
    r_fletch_r wrote: »
    so what happens if you collapse your stack before exporting? I've never seen the max obj exporter do anything like this if you had modifiers on the mesh, im thinking you have a hidden mesh in your scene.

    ive done theat but I get the same result, thanks for the input.

    You don't have slice along mirror set so its mirroring your entire model. If you had slice turned on in max it would only mirror one half.

    You either want to delete half of your model then mirror it with slice turned off, or turn on slice and hope that it doesn't create a nightmare seam down the middle. You can solve that by making sure all the verts in the center are perfectly center or within the weld threshold.

    i turned slice off because it gave some weird artifacts (like the prementioned nightmare seam and others), but ill also try this as well.

    thanks guys, its awsome to get feed back from people in the industry is just frustrating because getting internet access at my base is very inconveneient. ill be back soon.
  • Neox
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    Neox godlike master sticky
    Yep its the slice, if you get artifacts there are 2 ways to clean that, clean the middle seam, or if its clean your treshold might be too large, if its really clean, ie. every vertex is right in the middle then turning it way down to 0.01 or even lower will do the job without collapsing other vertices but the seam ones.
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