Author : Nate Broach


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crozer's Avatar
Old (#1)
i am working on a personal house-modeling proyect.

i pretty much know how to move, modify, transform (etc) objects to give them a form, Hooowever.. i can't manage to work with verticles properly.

this image represents the issue i'm dealing with now: [and it's literally the feature i need the most]
.. i want to connect the 4 verticles, creating 4 edges which would make one rectangular polygon..


thank you in advance.
Offline , vertex, 26 Posts, Join Date Oct 2009,  
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MoP's Avatar
Old (#2)
Using 3DS Max?
Select the vertices and hit "Connect" in the Editable Poly rollout in the Modify panel.
Offline , MoP, 11,603 Posts, Join Date Oct 2004, Location London, UK  
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crozer's Avatar
Old (#3)
Quote:
Originally Posted by MoP View Post
Using 3DS Max?
yes sorry, i forgot to mention it. 3ds max 2010.

regarding your answer: i have tried to use the "connect" tool for obvious reasons (i wanna connect, what better than using a tool called "connect"). however, it does not seem to work.
i have tried selecting only 2 verticles and connecting them, but it doesn't work. i also tried to only select two (the vertical ones, as well as those horizontally) and it won't work either..

thank you.
Offline , vertex, 26 Posts, Join Date Oct 2009,  
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Wetterschneider's Avatar
Old (#4)
Since you have the four verts in the same object, use "polygon" selection option instead, and hit "create". Then you can pick the verts in order, and a polygon will be made.
Offline , spline, 144 Posts, Join Date May 2005, Location Austin, Texas  
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crozer's Avatar
Old (#5)
Quote:
Originally Posted by Wetterschneider View Post
Since you have the four verts in the same object, use "polygon" selection option instead, and hit "create". Then you can pick the verts in order, and a polygon will be made.
vielen dank!
it worked, i guess these will be the steps to follow from now on everytime i need to convert verticles into polygons.
thank you all.
Offline , vertex, 26 Posts, Join Date Oct 2009,  
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Mark Dygert's Avatar
Old (#6)
Doesn't that create a polygon inside? It's not actually connected or breaking the long faces on the outer shape.

I suspect you have some very long thin triangles running from these verts to the corners of your box. Which by the looks of your screenshot that could be the case.

Because of those edges you won't be able to "connect" properly.
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Offline , Polycount.com Editor, 13,899 Posts, Join Date Oct 2004, Location Seattle, Wa Send a message via MSN to Mark Dygert  
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crozer's Avatar
Old (#7)
Quote:
Originally Posted by Vig View Post
Doesn't that create a polygon inside? It's not actually connected or breaking the long faces on the outer shape.

I suspect you have some very long thin triangles running from these verts to the corners of your box. Which by the looks of your screenshot that could be the case.

Because of those edges you won't be able to "connect" properly.
interesting.
i am still really new to 3D-modeling [design] and thus i am not sure what you mean with "thing triangles running from..". i do understand what you mean with the verticles not connecting properly. the 'create' tool does not create polygons on the object (in this case, the wall); instead, it uses the verticles to create polygons which are inside the object...

i've been working with the create tool now, and it's useful, though it's starting to slow down my progess a bit - since i can't use these interior-polygons..

thanks for noting, and any solutions?
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SpeCter's Avatar
Old (#8)
If you are german(i think you are because you wrote "vielen dank"), send me a pm or talk to me per icq(130780606) maybe i can help you
Offline , polycounter, 1,116 Posts, Join Date Dec 2008, Location Germany Send a message via ICQ to SpeCter  
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Haledire's Avatar
Old (#9)
Keep in mind, that 3d studio max doesn't allow non-manifold geometry. Basically it seems you were trying to shove a polygon inside a box by connecting the edges that already connect 2 faces to a third face, which 3dsmax will not allow as that is non-manifold.

Depending on what you are trying to do (not sure why you needed the edge inside the object honestly, but I assume there's a good reason) you could split the edge loop and cap the resulting opening.

If you're trying to cut the object apart, that would be a job for the cut tool instead. Or if you're trying to cut openings for windows or doors, you'd want to use Edge Connect in edge mode.

It might help to explain how you were planning to create the building in the first place, as I'm still confused as what your initial question was supposed to be creating.
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crozer's Avatar
Old (#10)
Haledire:
i think i know what i want now, and that is the cut tool. my intention is to cut the box in slices separated by edges. then i will be able to work on the polygons of each slice, right?

i did not notice the cut tool would allow me to acheive this -stupid me-, for i thought the cut tool would break the box into two objects..
thank you, really.

Last edited by crozer; 10-08-2009 at 05:58 PM..
Offline , vertex, 26 Posts, Join Date Oct 2009,  
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SpeCter's Avatar
Old (#11)
Exactly ;)

You can also Select 2 or more Edges which are opposide to each other an hit connect this will result in a cut between them like in this picture:
Offline , polycounter, 1,116 Posts, Join Date Dec 2008, Location Germany Send a message via ICQ to SpeCter  
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Haledire's Avatar
Old (#12)
Just remember that with the cut tool, if you're making a cut end on a vertex, you may need to check to make sure that the cut completed in the right location instead of making an extra vertex on top of the place you wanted it to be. If you wind up with a duplicated vertex you'll need to target weld it to fix it.

Ideally if you have a plan for a room or a house, planning the bottom polygons for the walls would be the most efficient place to begin. This would prepare the thickness of the walls if you were doing a full floor.

You would be able to prepare the edges for the sides of doors and windows and only have to worry about where to stop extrusions for the bottom of the windows, tops of the windows, tops of the doors, and the ceiling.
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SpeCter's Avatar
Old (#13)
Quote:
Originally Posted by Haledire View Post
Just remember that with the cut tool, if you're making a cut end on a vertex, you may need to check to make sure that the cut completed in the right location instead of making an extra vertex on top of the place you wanted it to be. If you wind up with a duplicated vertex you'll need to target weld it to fix it.

Ideally if you have a plan for a room or a house, planning the bottom polygons for the walls would be the most efficient place to begin. This would prepare the thickness of the walls if you were doing a full floor.

You would be able to prepare the edges for the sides of doors and windows and only have to worry about where to stop extrusions for the bottom of the windows, tops of the windows, tops of the doors, and the ceiling.
Sometimes itīs easier to use just else if you accidently create a new vertex instead of sticking to the existent one, just select the ones you want to weld or the whole model , depends on the density of the mesh and use a small threshold.

Itīs much easier for me then just target weld them.

And i made a picture of what you meant later on(donīt look at the comments i wrote them in german)

Edit: I know that the inner edges are not aligned nicely, but hey itīs just give an overview about this method


You can make additional cuts and leave out some outer edges if you want to make a hole for a door or something

Last edited by SpeCter; 10-08-2009 at 06:20 PM..
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crozer's Avatar
Old (#14)
thank you very much.
i will start with a plane, and cut it in sections which will then correspond to the walls, rooms, etcc.
Offline , vertex, 26 Posts, Join Date Oct 2009,  
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