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3ds Max not showing vertices. What I have verified is this is not something (at least in my experience) that is isolated to a specific file or for 3ds Max overall, but rather specific to a certain object. Oddly, I get one vertex that shows up and allows me to select it. I know the other vertices are there because I can select all the. 3ds Max:: Main Gizmo And Vertices Disappearing? Oct 30, 2012. My main gizmo (move, scale, rotate) is vanishing from the scene and I am unable to execute simple move/rotate/scale actions. The gizmo will reappear if I shift the viewing angle in the viewport.
I'm trying to export a 3ds max scene to .obj format, unfortunately when I import the .obj file after having exported it using the default export settings the imported model has shading artifacts on a small part of the polygons (in particular of the front windows of the model shown in the images). As it turns out the original model had some open edges and these were causing the shading artifacts at .obj export time.
Please take a look at the following image:Example model with and without artifacts
After applying a vertex weld to the imported .obj mesh with a treshold of 0.0 the shading artifacts disappeared. However I'd like to prevent the shading artifacts all together (even when there are open edges present in the original mesh) since I cannot apply the afore mentioned vertex weld modifier after the .obj export has been performed without having to re-export.
The export settings used:export settingsNote: checking/unchecking the 'optimize:vertex' checkbox did not have an effect on the creation of the smoothing artifacts.
.max and .obj files of the example model:https://mega.nz/#F!CglwhYCD!UoG7cxPn5Rkmv-GC2H6cDA
Any suggestions on what I'm doing wrong/what is causing the problem/how to prevent it will be greatly appreciated. Thank you very much!
Maarten
MaartenMaarten
1 Answer
There are overlapping polys and vertices on that whole part.It is not one sided, there are polys on the other side of the surface too and the thickness is 0. This is the cause.You can see it if you select a vertex and delete it, there is another just on the same spot. Welding is probably not a good idea, you should simply delete the back side.
SanjeevSanjeev
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I'm still a beginner in 3Ds Max.. I'm trying to draw this robot head in this way:
When I make it 'Surface' it looks like this:
There is something wrong in the front, my lines doesn't look like it looks when its surfaced. and all vertex are fused together.. can anyone help what would the problem be?
ElieLB
ElieLBElieLB
3 Answers
This is not poly modelling, the technique used is splines in combination with a surface modifier, it's an approximation to a nurbs workflow. The 'problem' is in combination of the surface modifier and the splines, the modifier interpolates the curves, you should check out the bezier handles on the splines, I bet some off them are not aligned properly with the surface. If you can post an image with all bezier handles visible (select all verts).
As a tip/opinion, spline modelling in max is not as powerful as nurbs modelling in any other program. I would suggest learning poly modelling. More people do it, you'll find better support and tutorials too.
JHNJHN
I found the problem, it was because of Threshold, it was 1 I decreased it to 0.5 and it worked
ElieLBElieLB
I should check Surface modifier. It build a mesh based on a line net. Lines can be modified with bezier points and its very powerful to model complex shapes.
It will fit very well if u have the isometric views of your original model (up, side, front), even better if you can draw some lines in model before taking a picture.
I used this technic modeling cars and the result was great.
user1471830user1471830