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can an editable mesh be segmented like a normal box?


mahakomber
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Hi, a bit of a beginner in max, ive been trying to make a model of a design in sketchup and then import it 3ds max to put on materials and render it.

 

This particular design has stone walls, i ive been trying to do it the way its shown in this tutorial (

basically using the displace modifier..but the problem is the individual groups convert to editable meshes in max and i have no clue how to segment an editable mesh? I've already tried the subdivide modifier and the quadify mesh modifier..

 

Any help would be much appreciated :)

Edited by mahakomber
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don't convert you're box down to a mesh add a edit mesh from you're modifier list then you can increase you're segs by turning off you're light bulb in you're modifier list then dropping down to you;re box then adding the segs

 

once you got the segs correct then convert down to to what you need.

 

If you have a problem then you can always hold you;re scene to you're computers memory by going to edit hold before you convert down then if you want to restore it to a previous state then use the edit fetch. This will fetch you're scene

Edited by datacrasher
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Thank you so much for replying Tony!!

But my issue is that i didnt actually convert the boxes into a editable mesh what actually happened is that the model i made in sketchup when imported in to 3ds max, all the groups that i made in sketchup where immediately converted into editable mesh..so the only thing listed on the modifier list is 'editable mesh'.. is there a way I can convert an editable mesh into an object when it was never one to begin with? or should i do something different in sketchup before importing the model?

 

I hope im making sense?

Again any help will be truly appreciated :)

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Hi Maha,

You can do this with tessellate. However, I recommend doing this with your object as an Editable Poly. To do this right click with your object selected and select Convert To: >> Convert To Editable Poly. Now you have more options to work with.

 

Now, go into the modifier panel and select the faces/polygons you want to subdivide. Then scroll down and select the Tessellate option. If you are selecting a quad, it will subdivide it into more quads. This is good for displacement :) I hope this helps.

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mmm oh i thought he did not want to convert down to a editable state If this is so then i would covert down to a edit poly then run the connects with the object by selecting the both Sides of the object then click on the connect tool box then add the amount of segs you want

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Hi Maha,

You can do this with tessellate. However, I recommend doing this with your object as an Editable Poly. To do this right click with your object selected and select Convert To: >> Convert To Editable Poly. Now you have more options to work with.

 

Now, go into the modifier panel and select the faces/polygons you want to subdivide. Then scroll down and select the Tessellate option. If you are selecting a quad, it will subdivide it into more quads. This is good for displacement :) I hope this helps.

 

When you use the Tessellate Modifier, be sure to reduce the tension to 0.0 otherwise your geometry will become distorted. Also, the iterations add more subdivisions, but it works a bit exponentially. 1 divides each face into 4 (when quads is selected), 2 into 16, 3 into 64, and 4 into 256. If you turn on "edged faces" (F4 in Shaded Mode) you can see how many are being added and make a judgement from there. I wouldn;t just add 4 right of the bat, It probably will be too much.

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When you use the Tessellate Modifier, be sure to reduce the tension to 0.0 otherwise your geometry will become distorted. Also, the iterations add more subdivisions, but it works a bit exponentially. 1 divides each face into 4 (when quads is selected), 2 into 16, 3 into 64, and 4 into 256. If you turn on "edged faces" (F4 in Shaded Mode) you can see how many are being added and make a judgement from there. I wouldn;t just add 4 right of the bat, It probably will be too much.

 

Good catch Corey, I forgot to mention that.

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