It seems that the greeble plugin will not work on objects that have previously been booleaned. Even if they have been converted back to editable polys.
Can anyone tell me why this is and/or if there is a 'fix' for is? At the moment, it's not a big deal, but I could see it being a problem at some point later on.
Almost forgot, I'm using 3D Studio 8 SP3 with the standard Max 7/8 Greeble plugin.
You dont mention if you Did cut sub add etc in the operation. Bollean itself is pretty messy EXP sub, add, join, intercect.
It prolbably is because your attempting to greebe a face with loose verts, more than four edges, or theres doubled faces someplace. I never really used the plug itself for much other than distance building making.
Yes, you could try to triangluate everything, then apply greeble and see if it works.
Booleans in Max9 have been greatly improved! And I mean really really massivley greatly improved. They even work for building meshes which will get a meshsmooth modifier later on (to some extend). It won't give you high quality close up meshsmoothed surfaces. Boxmodelling it is still better than boolean operations. But for medium to far distance shots it works fantastic!
mesherrors from the booleans. You dont want to boolean a object too many times or it becomes a mess.
Go into vert mode while the mesh is a editable poly and see if you dont have loose verts etc. Verts should only be on the intersects of edges. If you got verts all over its time for clean up
Second go to midifiers and clisk STL then run that and count the errors.
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It prolbably is because your attempting to greebe a face with loose verts, more than four edges, or theres doubled faces someplace. I never really used the plug itself for much other than distance building making.
Booleans in Max9 have been greatly improved! And I mean really really massivley greatly improved. They even work for building meshes which will get a meshsmooth modifier later on (to some extend). It won't give you high quality close up meshsmoothed surfaces. Boxmodelling it is still better than boolean operations. But for medium to far distance shots it works fantastic!
I've booleaned an object a few times now and when I tried again, half the mesh goes missing. Can anyone tell me why that is?
Go into vert mode while the mesh is a editable poly and see if you dont have loose verts etc. Verts should only be on the intersects of edges. If you got verts all over its time for clean up
Second go to midifiers and clisk STL then run that and count the errors.