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Modeling in Max


antonio_frias
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I have always created my models in Autocad and file linked them in Max for rendering. I want to try going one step further and create my models directly in max. What is the best way to do this?

 

- Should I draw splines in the top view and then extrude them, or

- Should I use the max walls feature and then use booleans to create window openings, or

- Should I create my splines for walls and windows in the front and side views and then extrude them

- For the openings (windows and doors) is it easier to use the windows in max or model them from scratch

 

For the system units is it easier to work in meters, centimeters or millimeters?

 

What is the normal workflow for those who model exclusively in max?

 

From what I've heard from all those who model in max only, it is much easier to do, so I shouldn't I be able to do so too?

 

PS I ordered "Foundations 3ds Max 8 Architectural Visualizations" a week ago and I should receive it in two weeks (They told me 2 days when I ordered it), with a bit of luck all of my above questions will be answered

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Antonio --

 

I switched over to modeling in max from AutoCAD five years ago, and have since trained our modeling staff on my workflow. We'll go through the architects' CAD files and trace a new layer of connected/closed lines on top of their files, since 2D drawing is much, much quicker and more accurate in CAD, then export those lines to max. From there, we extrude, bevel, or perform whatever operations to make them 3D.

 

I have also seen some impressive work by modelers who use file linking and when bringing splines in from CAD. It requires that you have a layer for every object you need in max, and that you only apply parametric modifiers to the splines (extrude, bevel, etc., but no editable poly modifiers or the like). The result is that they can modify their 2D traces of the plans/elevations in CAD and have their model automatically update. It's not the easiest workflow to get started at, but in terms of dealing with models that will require a lot of revision, it's pretty efficient.

 

In terms of booleans, we avoid them at all cost. I have not used Power Booleans as it's only just now been integrated into max, but in all our experiences boolean objects have caused a lot more headaches down the road when it comes to revising and getting your faces to smooth properly. I'll create cutouts in faces by creating double splines -- try creating two circles, one smaller with the larger one encompassing it, attach them together as editable splines, and convert to mesh. The inner circle is cut out of the outer circle's face.

 

Hope this helps,

Shaun

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Thanks for the tips Shaun!

I have one question concerning what you said about converting the two circles in to editable splines, attach them together and then converting them into an editable mesh for extrusion. Why don't you just extrude the two editable splines that are attached with converting them to an editable spline. The end result is the same with the advantage of still having some control over your splines. Isn't it? Or am I missing something?

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Antonio --

 

I switched over to modeling in max from AutoCAD five years ago, and have since trained our modeling staff on my workflow. We'll go through the architects' CAD files and trace a new layer of connected/closed lines on top of their files, since 2D drawing is much, much quicker and more accurate in CAD, then export those lines to max. From there, we extrude, bevel, or perform whatever operations to make them 3D.

 

I have also seen some impressive work by modelers who use file linking and when bringing splines in from CAD. It requires that you have a layer for every object you need in max, and that you only apply parametric modifiers to the splines (extrude, bevel, etc., but no editable poly modifiers or the like). The result is that they can modify their 2D traces of the plans/elevations in CAD and have their model automatically update. It's not the easiest workflow to get started at, but in terms of dealing with models that will require a lot of revision, it's pretty efficient.

 

In terms of booleans, we avoid them at all cost. I have not used Power Booleans as it's only just now been integrated into max, but in all our experiences boolean objects have caused a lot more headaches down the road when it comes to revising and getting your faces to smooth properly. I'll create cutouts in faces by creating double splines -- try creating two circles, one smaller with the larger one encompassing it, attach them together as editable splines, and convert to mesh. The inner circle is cut out of the outer circle's face.

 

Hope this helps,

Shaun

One more question. Sorry Shaun!

When you trace over the architects CAD files, what do you actually trace?

Just the walls or the openings too. At the wall corners, do you continue around the corner or do you stop at he intersection of the two walls.

Do you think you could post an exemple of a CAD file just before it was imported in to Max.

Thanks again

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personally ive always modeled in max, simply cause ive never learnt acad!

 

anyway my work flow is simple.

 

start with cad drawing, clean it, and remove anything u dont need. (max can suffer if u leave loads of content when u import)

 

then i import the dwg.

 

i model 99% of the model using boxes and edit poly. easiest way ive found is to use 3d snap, and use the dwg as a guide. i find this way really easy to control polygon useage, and also v quick.

 

also u can create detail easily.

 

windows are dead easy to make, using edit poly tools like inset, connect and extrude.

 

try a few poly-modeling tutorials.

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I agree with everything Dean says, except I greatly prefer lofting walls rather than using Edit Poly, although that is a great method too. I've just always loved lofts, especially their ability to change the models so easily. I also love using Booleans and have never found any problems with them (assuming you follow a few important rules). But it's all a matter of preference and I don't think one could argue that either way is better or faster.

 

But about 20% of all the work I do on a project is in AutoCAD, as Dean said, cleaning the drawings and removing unnecessary linework. If you import good linework, everything else always seems to fall into place.

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I agree with everything Dean says, except I greatly prefer lofting walls rather than using Edit Poly, although that is a great method too. I've just always loved lofts, especially their ability to change the models so easily. I also love using Booleans and have never found any problems with them (assuming you follow a few important rules). But it's all a matter of preference and I don't think one could argue that either way is better or faster.

But about 20% of all the work I do on a project is in AutoCAD, as Dean said, cleaning the drawings and removing unnecessary linework. If you import good linework, everything else always seems to fall into place.

 

Brian

What rules are you refering to when using booleans? I find booleans so easy to use in Autocad. Are booleans in Max much diferent?

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i avoid as much as i can in max tbh! sometimes is really messes up your meshes, and it isnt reliable. apparently "power booleans" are great, but ive never used them.

 

if i just want to create a whole for a window, i sometimes simply delete faces, and use the create tool and draw new faces on. i always try to keep things as simple as possible.

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I used to have problems with Booleans until I figured out what caused the problems. I now use them religiously and never have a problem with them at all. I do some pretty complex booleans too...the kind that my computer takes up to 30sec to computer. If your meshes are getting messed up, there's gotta be a reason for it. Please look at the attached.

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hi

since 1 year ago i have switched to max modling

well i have my plan in sd cad drawing

import it in 3ds max

redraw all in splines

 

( i hav heard that max8 could understand closed shapes in 2d cad even if u don`t have every shape on layer

 

add extrude modifier & other needed modifiers

using boolean for accurate openings

or edit poly ->polygon->tesselate -> then extrude ( not accurate at all )

 

the attatched file in Brain Smith reply is very helpful ...

 

best regards

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I used to have problems with Booleans until I figured out what caused the problems. I now use them religiously and never have a problem with them at all. I do some pretty complex booleans too...the kind that my computer takes up to 30sec to computer. If your meshes are getting messed up, there's gotta be a reason for it. Please look at the attached.

Brian

Would you mind telling me from what book you created that PDF file from?

It looks pretty interesting

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Hi, all. Just got connected to the net again.

 

I copy the original cad(dwg) file and open it in cad, then delete all excessive data in the file so that only walls and windows remain (top view) and save it again.(as it is a copy of the original).

 

Import to max using layers. Sometimes i have to re-arrange everything so that the walls and windows are on separate layers. Thus u have walls with separations to where the windows were. Copy the wall layer and hide the original. Then I create one editable spline of the walls and welding and fusing vertices. After that comes the Extrude modifier to the correct height. Now we have the walls with through gaps where the windows have to be.((from bottom to the top of the wall).

 

I then use the edit poly modifier to select the polygons of the insides of the walls where the windows (or doors) are needed, slice them on the correct height, and delete the top and bottom sections of the sliced polygons. Then in border selection I select the open borders and bridge them. There u go, a shell of the house.

 

I have attached a zip with some vieport grabs. and a final reder of another house that took me 2 days (from opening the original cad file to completion in photoshop)

 

How long does it normally take 4 u guys (galls?) to do a, ... house 4 instance?

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