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Veltro2k

Wing ,Vtail and sta ends + Cutting

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I am using Max 9..been running into a few probs that i need to figure out how to fix. :dntknw:

 

 

(1) when i create wings ,vtail ect.. the tip is square, if I use a smooth it warps..whats the best way to round out the tips ?

 

(2) Cutting: i use the boolian pick operand B...sometimes when i cut , the mesh becomes distorted . Why ??? and is there a better way to

cut out parts ????

 

 

thanx in advance

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Dont know if you know this here

 

http://forum.combatace.com/index.php?autoc...p;showfile=5042

http://forum.combatace.com/index.php?autoc...p;showfile=5041

 

Hope this helps you..

 

How do I import 3ds max files into the game?! Im now creating some parts for different Aiplanes. Don`t want to hijack this threat but I think you are the right one who can answer it. ;-)

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Dont know if you know this here

 

http://forum.combatace.com/index.php?autoc...p;showfile=5042

http://forum.combatace.com/index.php?autoc...p;showfile=5041

 

Hope this helps you..

 

How do I import 3ds max files into the game?! Im now creating some parts for different Aiplanes. Don`t want to hijack this threat but I think you are the right one who can answer it. ;-)

 

 

Thanx this is the method I use, but it doesnt show how to round wing tips and why the rest of the mesh warps sometimes when you cut :wink:

 

to import...depends what you are using to model. if max, there is a thirdwire plugin for each version

Edited by Veltro2k

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If you design your edgeflow to take into account the rounding off of wingtips from the beginning you generally won't run into this problem. You could try the chamfer function though.

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after smoothing you must colapse all and than you can use bollean ;)

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here is an example before and after

 

 

before.jpg

 

 

after.jpg

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I used the pro cutter option and it worked great :yahoo:

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Booleans should be used as a last resort. They tend to add more vertices out of the blue. Quite frustrating to clean-up after. Most of the time, I try to cut out the object from a pre-existing one, and either extrude or delete. If delete, then I go and use the cap holes modifier.

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I'm with serverandenforcer on this one. I've noticed booleans get ugly the more complex the object is pretty quickly. I tend to avoid them too. Usually, if I need to cut something, I'll use 'QuickSlice' and clean up the extra vertices afterward.

 

FastCargo

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Booleans should be used as a last resort. They tend to add more vertices out of the blue. Quite frustrating to clean-up after. Most of the time, I try to cut out the object from a pre-existing one, and either extrude or delete. If delete, then I go and use the cap holes modifier.

 

Can you please explain this procedure ? I am sure other new Modders would like to learn also. :pioneer:

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Jup, would be interesting. I`m starting now modelling some stuff with max and it`S different and more complicated than Maya.

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I have a good way done in the voodoo tut you know.

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