Greets all,
I've got a problem with the normal align and autogrid functions namely I cannot make two objects perpendicular.
I used autosmooth on the model couple of times and I don't know whether it affects these functions or not. I cleared the autosmooth function but didn't work. The side I want align the new object to is pretty sure plain (vertex, edges were checked).
If I make two new objects like a cylinder with 6 sides and a box with angled on a side, both functions work perfectly in the same file.
I used to work in gmax but now I'm working in 3ds max so I'm quite a beginner and I may missed something.
Any help would be appreciated,
Regards,
vnm51
Posts
Unfortunately that's what I exactly did. I made a test with two new objects resizing them by using the non-uniform scale and got the same result I posted above.
I can solve it but that means four more steps and I want to avoid that if possible.
Is there any way to fix this? Using uniform scale on both objects after resizing by non-uniform scale doesn't help.
Thanks bud.
By the way, amazing gallery.
anyway, np, well as long as you don't use the scale at that level you will have a much easier time, I call it object level, but i think the proper term is nodal level... There are many better ways to scale objects, either with modifiers or at sub-object level.
ps, if you think the gallery work is good you should see what is to come;) keep up to date with my work at my blog.
-Steve.
I'm on it!
I've got a question though: You've got high detailed models and when you make the panels, ribs, pipes and other objects they are parts of the main model by using compound objects like boolean or separated items?
otherwise its fine to keep piling stuff on, but remember to remove hidden faces and details, so your model would be a collection of open meshes.
Infact if you were to boolean everything together you would have:
a, a massive clean up job,
B, lots of crashes (particularly if your **** is scaled all weird)
c, a project that take weeks instead of days.
4, a ship with more triangles - and thus render slower
q, a massively slowed down modeller - most modellers are better at dealing with many smaller parts than one massive single part.
K, a ship that renders slower (for the same reason as q and 4)
Aï¿¡, a heck of a time UVing
I know because i've produced many printable models, production ready prototypes, which have to be single contiguous surfaces or enclosed volumes, my advice, do not do this;)
I was just curious if other modellers use or other programs require this boolean nightmare.
Well, thanks for the heads up.