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3ds max help!

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Mon Sep 26, 2005 11:19 pm

3ds max help!

Im having a problem with 3ds max. I have to objects that im tring to fit together. the first object is completed and smoothed. the second object, will sit on top of the first object. do i need to match each vertice of the second object with the first or can i somehow bleed the two together and only weld a couple vertices?

ty any help would be appreciated.

We were liberated from the fold, that's all, and the world looks the same. And history isn't changed, we're all just part of the game.

Post Tue Sep 27, 2005 2:02 am


I have to objects that im tring to fit together. the first object is completed and smoothed. the second object, will sit on top of the first object. do i need to match each vertice of the second object with the first or can i somehow bleed the two together and only weld a couple vertices?


Well, there are a variety of solutions:

1. You can have multiple meshes intersecting one another without causing any problems whatsoever. The idea that game models have to be one continuous mesh is a myth, insofar as most modern game engines is concerned. So just have the second object sticking into the first- no big deal, so long as you aren't wasting a lot of polygons that way.

2. You can laboriously remove verts and join things one point at a time.

3. You can scrap the model and start over again, using NURBs surfaces (which you can do boolean operations with) or a better plan.

Hmm. Which one of these plans is easy?

Post Tue Sep 27, 2005 2:24 am

Compound objects - Booleans - Reunion (if I understanded correct the problem).

Post Tue Sep 27, 2005 2:27 am

But he's working with a pair of meshes. Can you do that with Max? I guess that's one area where Rhino3D is kind've primitive... can't wait for 4, they're going to make mesh editing far more robust...

Post Tue Sep 27, 2005 2:31 am

Yep, and with Maya too

Post Tue Sep 27, 2005 2:39 am

I'm always used to working with NURBs until I mesh it at the very end... very different process

Post Tue Sep 27, 2005 3:47 am

thx fellas!

much appreciated.

We were liberated from the fold, that's all, and the world looks the same. And history isn't changed, we're all just part of the game.

Post Tue Sep 27, 2005 5:20 am

just one other thing though, will i have to weld anyplace on the 2 meshes or does the program remember the vector and hold it in place or something? and btw, im taking option number 1 lol, i may look into the boolean later, but for now this will work

We were liberated from the fold, that's all, and the world looks the same. And history isn't changed, we're all just part of the game.

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