I'm trying to substract objects using Proboolean, but they dissapear for some reason. It works when I use extreme high numbers of vertex weld, but this destroys the mesh detail. Is there a way to fix this?
Main method is learning not to use boolean cutter It destroys too much stuff to be worth it.
Shift some vertices around, reset xform etc. When the mesh disappears its usually because the child/slave meshes have stuff interconnecting at some point and max doesn't know what to do (like a vertex at the same place for both meshes). Also get the latest max, 2014+ had less problems with it.
p.s About the learning everything from scratch part...
When one is using such applications as 3d modeling etc most of them are very much the same just different ways of applying same techniques or even enhancing them etc, its just a matter of adjusting to UI and tool use.
Thanks guys.
What I did was this:
Selected the object, then went to element selection, selected it, then detached it. There were leftovers which were causing the problem and they were useless so I deleted them.
I'm preparing the model for 3d printing. I'm going to print it tomorrow if they are open.
Thanks guys.
What I did was this:
Selected the object, then went to element selection, selected it, then detached it. There were leftovers which were causing the problem and they were useless so I deleted them.
I'm preparing the model for 3d printing. I'm going to print it tomorrow if they are open.
Is it the 3d scan of my cock I sent you?
shitloads of new stuff in my pc. Cant keep track of it all.
Speaking of holes. Is there a way in 3ds max to see if a 3d model has holes? A plugin or something? The model must be watertight afaik.
im guessing you have only recently started using 3d tools? All the 3d apps have methods and tools for testing for non joined vertices or any issues and dupes that can be cleared up.
Speaking of holes. Is there a way in 3ds max to see if a 3d model has holes? A plugin or something? The model must be watertight afaik.
im guessing you have only recently started using 3d tools? All the 3d apps have methods and tools for testing for non joined vertices or any issues and dupes that can be cleared up.
sounds like you jumped in head first
I've known max for more than a decade now. But I'm not a pro at it. Then how do you that in 3ds max?
Speaking of holes. Is there a way in 3ds max to see if a 3d model has holes? A plugin or something? The model must be watertight afaik.
im guessing you have only recently started using 3d tools? All the 3d apps have methods and tools for testing for non joined vertices or any issues and dupes that can be cleared up.
sounds like you jumped in head first
I've known max for more than a decade now. But I'm not a pro at it. Then how do you that in 3ds max?
Assuming 3d max still uses this then -
Select the object, then on the Modify panel, choose Mesh Editing > STL Check from the Modifier List.
Turn on Check.
The message in the Status group shows if errors are found. STL Check indicates errors by selecting the problem geometry, assigning it a special material ID, or both.
Errors group
Choosing one of these options selects incorrect geometry specific to the choice, and selects it depending on the option chosen in the Selections group.
Open Edge—Checks for open edges (holes).
Double Faces—Checks for faces that share the same 3D space.
Spike—Checks for spikes, which are isolated faces that share only one edge with the object.
Multiple Edges—Checks for faces that share more than one edge.
Everything—Checks for all of the above.
Tip: While checking Everything takes the longest amount of time, it is recommended if you plan to use the STL file for generating a physical model.
Selections group
These options specify the level of incorrect geometry that's selected, based on the settings in the Errors group.
Don't Select—When on, STL Check doesn't select any part of objects in error.
Select Edges—When on, STL Check marks the edges of faces in error by selecting them. The selection of erroneous edges is visible in viewports.
Select Faces—When on, STL Check marks the faces of any object in error by selecting them. The selection of erroneous faces is visible in viewports.
Change Mat-ID—When on (the default), STL Check also marks faces in error by assigning them a unique material ID. Use the spinner to choose the value of the material ID that STL Check uses.
Check—Turn on to perform the STL check. For complex objects, expect a pause between the time you turn this on, and the time you see the reported errors in the Status group. Default=off.
Status—Displays the number of errors when Check is on.
Tip: If Select Edges is turned off, you can see faces in error by applying an Edit Mesh modifier and selecting by material ID at the Face sub-object level. You can also assign a Multi/Sub-Object material to the object to help you see where the errors are.
Alright, thanks, hundreds of errors, I'll waste a lot of hours fixing this.
You must make sure you clean as you go, if you are making basic shape models I am guessing you just got stuff you have not either merged/joined in some way correctly or did not know it had failed doing so
what is the shape/model you have constructed - lets see a screenie
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