MarkC-UK Posted September 6, 2006 Share Posted September 6, 2006 Going on from my previous post (simple edit poly question) I think I have found a flaw with the window/door aperture method of creation that was explained to me. My workflow: import an AutoCAD pline, convert to editable spline,outline to wall thickness, extrude to wall height. To create the window aperture on one wall, select upper surface edges and lower surface edges (4 edges in total) then connect with 2 edge segments. But.......here is the flaw: Because the inner wall edge is shorter than the outer wall edge, the new connection is NOT perpendicular to the walls surfaces. This means that any polygon eventually created on the inner wall will be smaller than the opposing polygon on the outer wall. This snag would be further exagerated as the wall gets thicker. Any ways around this-or shall I go back to my faithful Boolean subtractions;) Link to comment Share on other sites More sharing options...
Gus_Rayvus Posted September 6, 2006 Share Posted September 6, 2006 Why not just straighten them? Also I think you are mixing two methods? If you are going to poly model it then straight poly model it. If you are going to use the spline technique use a seperate spline for the top of you door opening. So you have a seprate box for the top off it. That way when you attach and collapse it its really easy to edit when the architect changes their mind. I think if you find it easier to use booleans you should go for it. Especially if you are the only one using your model. I think in a professional work enviroment where models get handed off and passed around it really sucks to have a junked up mesh though. Are you doing this off of cad? or are you designing this space? Link to comment Share on other sites More sharing options...
Guest nazcaLine Posted September 6, 2006 Share Posted September 6, 2006 you don't have to do that. you trace the spline (by the way, why import from cad? you can do it in max, just turn snap on) without the doors and windows, extrude, and create boxes to put the pieces for the door and the window. OR, turn to edit poly, select the edges of one side of the door or window, connect (one or two if door or window), place them to z-position, then extrude the necesary polys The extrude height would be the width of the door or window) hope this helps. Link to comment Share on other sites More sharing options...
notamondayfan Posted September 7, 2006 Share Posted September 7, 2006 or you could just connect the upper and lower edges ONCE, then select the 4 newly created lines and chamfer to 50% of the width. hey presto, it works! Link to comment Share on other sites More sharing options...
IceAged Posted September 7, 2006 Share Posted September 7, 2006 I almost always work off elevations whenever they are available. It is considerably faster as you simply draw around the walls with the line tool, uncheck 'start new shape', and then go around the windows with the rectangle tool. Extrude 300mm, and you have a wall for one side of the building. You are also left with a clean mesh that can be quickly adjusted when inevitable changes take place - often 3D is used as part of the ongoing design process and not just for the final visuals. I've had to make changes to other people's boolean nightmares, and it is very time consuming. Splines - for complete flexibility over walls Edit poly - for more difficult shapes, (eg complex roof layouts). Link to comment Share on other sites More sharing options...
MarkC-UK Posted September 7, 2006 Author Share Posted September 7, 2006 or you could just connect the upper and lower edges ONCE, then select the 4 newly created lines and chamfer to 50% of the width. hey presto, it works! Brilliant-thanks for the pointer Dean. That fixes my problem immediately. Also, thanks to everyone else who took the time to reply. Cheers. Link to comment Share on other sites More sharing options...
notamondayfan Posted September 7, 2006 Share Posted September 7, 2006 no probs!! Link to comment Share on other sites More sharing options...
Brian Smith Posted September 7, 2006 Share Posted September 7, 2006 There are numerous advantages to both. I greatly prefer Booleans, and find it one of the top features in Max for a number of reasons. But rather than continue a long debate about which is better, I will simply say check back on the CGA home page next Friday the 15th. There will be something cool going up that day that might help some decide which method is better for them. Link to comment Share on other sites More sharing options...
Sketchrender Posted September 8, 2006 Share Posted September 8, 2006 One thing I have noticed is if you send your 3d s max 8 model to someone who dose not use power booleans , they loose the booleans.......... Link to comment Share on other sites More sharing options...
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