TomA Posted March 5, 2008 Share Posted March 5, 2008 I know this might seem like a really basic question, but i'm just intrigued as to how different people go about modelling elevations in Max. I usually draw a box overlaid over plans or blueprints, convert it to editable poly and divide it horizontally and vertically into polys, then align the faces/vertices with the openings (windows/doors etc.). I then select the polys over those openings each side of the box and use the bridge tool to create those openings. My only concern is that with large complex buildings where all elevations are to be modelled (e.g. for animations/different views) that the polygon count gets quite large and the models over complex. What's your approach/opinion? Cheers P Link to comment Share on other sites More sharing options...
TomA Posted March 5, 2008 Author Share Posted March 5, 2008 The same question applies for internal spine walls with multiple openings and varying profiles... Link to comment Share on other sites More sharing options...
Q-Bix Posted March 17, 2008 Share Posted March 17, 2008 Hi, For me it depends totally on the building and its use i.e. forground/background/animation/still. I have done it as you described, sometime i trace all the elements of the building in CAD. import them, move and extrude them. Sometimes with a little edit poly after. Link to comment Share on other sites More sharing options...
notamondayfan Posted March 18, 2008 Share Posted March 18, 2008 instead of starting with a box, i start with a plane, and quickslice, move vert etc and delete faces for openings. then you can use the shell modifier to give the wall a precise depth. easy! Link to comment Share on other sites More sharing options...
mattclinch Posted March 18, 2008 Share Posted March 18, 2008 trace the elevation edges and windows with one spline, then add an extrude... no cutting or aligning necessary. Link to comment Share on other sites More sharing options...
Conor Clancy Posted March 18, 2008 Share Posted March 18, 2008 trace the elevation edges and windows with one spline, then add an extrude... no cutting or aligning necessary. We use the same approach for 90% of our stuff. Although a member of my team extrudes up from the plans. He extrudes up to window heights, then to the top of windows/doors etc, deletes unwanted faces and then adds a cap holes modifier. Link to comment Share on other sites More sharing options...
Chris Johnson Posted March 22, 2008 Share Posted March 22, 2008 guys guys guys. Don't add an extrude modifier to your nice beautiful splines. Just add an edit poly modifier or an edit mesh modifier. It will significantly reduce your poly count in the 3dsmax scene. However be careful you don't render the object from the back because the back side of it will be invisible. But in my scenes, I always made sure that never happened. Chris Johnson Link to comment Share on other sites More sharing options...
own1221 Posted March 22, 2008 Share Posted March 22, 2008 guys guys guys. Don't add an extrude modifier to your nice beautiful splines. Just add an edit poly modifier or an edit mesh modifier. It will significantly reduce your poly count in the 3dsmax scene. However be careful you don't render the object from the back because the back side of it will be invisible. But in my scenes, I always made sure that never happened. Chris Johnson How come extrude increases polycount more than edit poly? it doesnt look like more polys get added Link to comment Share on other sites More sharing options...
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