Modo has a "repeat selection" function, so you select 1 vert, then select the 2nd, and just hold down the left arrow key and it will continue that selection. Then go up to the next row of verts and do the same.
Funny I wrote some selection scripts to act like XSI's adjacent selection functions today and you can make this object pretty fast in max now if anyone wants to use them. Here are the steps to make something like EQ's result with modo in Max without much effort. 1. Create a cylinder with height:30 radius:30 heightsegs:10…
This is how I've done the handle grip, it may not be the most efficient or best way but it worked out pretty nice. Duplicate handle with TurboSmooth and drop it to an editable poly. Select edges where raised parts are, or as close as possible. Create spline from edge selection. Make spline renderable with radial profile.…
No Problem guys. I found a small typo and made the adj_Polys script much faster for selecting polys in a dense mesh. Re download it if you already have it. http://www.bryancavett.com/maxscripts/adjacent_Selections.ms
Is there a way to specify the selection of every other vertex in Max? I tried glib's way to test the process for myself, and found that even using 'display as box' in array preview mode and using instances, that this method is quite memory-intensive.
Thanks for all the replies! Eq, that's awesome, I completely forgot about chamfering vertices. I was thinking 'hmm if I could get a diamond pattern going on then I could figure it out from there' then saw your post and it all became clear! Glib, your method rocks too, and having two ways to do it should allow me to knurl…
All I can say at this point is Max could really use a function like this. I'm sure there's probably an easier way to do it than hand select every other vert, but if there is... I don't know it. And Vig, you make a good point. The answer to that question at this stage is, I honestly have no idea. My level of experience…