gedsta Posted June 5, 2015 Share Posted June 5, 2015 (edited) I'd like to know how people work with curvy geometry in 3ds max, I'm re-modelling my projects and for the most part my geometry is quite rectilinear. But when it comes to curves how do you manage their detail? I mean when I import curve lines from autoCAD to 3ds max they seem to be highly detailed, and I go about it by just re-doing the curve by eye and working on that, which is not 100% accurate (which in a lot of cases is fine). Is there a way to rebuild the curves accurately? Re-do them in some non manual way? Is there some option in 3ds max? This also goes with curvy 3ds max geometry in general, how do you keep changing the detail of the curve/ curved plane to whatever specification is needed (changing subdivisions as needed, the same way as you would have a cylinder with 18 rings around and just use the slider to increase or decrease the geometry) The image shows lower geometry which is an autoCAD spline extrusion, and above geometry of the same curve which i re-did by eye. Edited June 5, 2015 by gedsta Link to comment Share on other sites More sharing options...
tonybishop Posted June 5, 2015 Share Posted June 5, 2015 Are you just using the splines lines or are you using numbs/curves? if you are using the lines then i would switch over to the numbs/curves choose shapes dropdown menu and choose numbs/curves i would choose the CV curve it's more controlable, then just using regular lines Link to comment Share on other sites More sharing options...
gedsta Posted June 5, 2015 Author Share Posted June 5, 2015 Just using spline lines, and it for most part is good enough. The CV curve seems a better option. So do you suggest when designing curvy facades etc. use NURBS? I think I need to look into NURBS for 3ds max, although I feel Rhino is a way better program for NURBS modelling. Link to comment Share on other sites More sharing options...
tonybishop Posted June 5, 2015 Share Posted June 5, 2015 IMHO splines are less controlable you have to keep on unlocking the bezier just do what you want them to do and then refining the points to add more when you need them! Ged. basic outline basic outline CV curves are NURBS curves controlled by control vertices (CVs). The CVs don't lie on the curve. They define a control lattice that encloses the curve. Each CV has a weight that you can adjust to change the curve. While you're creating a CV curve you can click to create more than one CV at the same location (or close to it), increasing the influence of the CVs in that region of the curve. Creating two coincident CVs sharpens the curvature. Creating three coincident CVs creates an angular corner in the curve. This technique can help you shape the curve; however, if you later move the CVs individually, you lose this effect. (You can also obtain the influence of multiple CVs by fusing CVs.) Link to comment Share on other sites More sharing options...
tonybishop Posted June 9, 2015 Share Posted June 9, 2015 If you find Rhino better then go for it, but you mite get the same results when you import the model in max! http://video-game-architect.freeforums.net/ Link to comment Share on other sites More sharing options...
tonybishop Posted June 9, 2015 Share Posted June 9, 2015 If you find Rhino better then go for it but you mite get the same results when you import it into max Link to comment Share on other sites More sharing options...
D C Posted June 9, 2015 Share Posted June 9, 2015 If you want the exact curves direct from an external CAD program into max, export it as .stl or .sat from that application (if you can). You wont need to remodel anything then. The exported geometry may need a little tidy up, just to warn you and the files can sometimes be large. Link to comment Share on other sites More sharing options...
tonybishop Posted June 9, 2015 Share Posted June 9, 2015 Units have nothing to do with it unless they are model in different units example if you model an object in centimeters from maya and you have it setup in max as meters then the object(s) will come in big or small depending on what units you have setup when you import the object it will look out of scale to the rest of your scene Link to comment Share on other sites More sharing options...
Scott Schroeder Posted June 9, 2015 Share Posted June 9, 2015 Dudes. Just. Use. Splines. To take a model that simple into Rhino (or add 50 extra import/export steps) is akin to burning down your home to kill a single ant. If the spline resolution isn't enough you can do several basic Max knowledge level things to get more resolution. 1. Increase the spline interpolation steps. 2. In segment mode on the spline, just use the divide function to evenly add in points around a curve. 3. Use a normalize spline modifier to evenly add points. Though this can get tricky so I would avoid it until you have a far far far far better understanding of basic spline modeling in Max. Link to comment Share on other sites More sharing options...
gedsta Posted June 9, 2015 Author Share Posted June 9, 2015 What about getting curved lines from autoCAD, do you just manually rebuild them by eye, or is there a way to take the line and with a few modifiers or something get control over them? because they do come extremely detailed with no ability to change the detail? (this is like my main question that everyone seems to be avoiding) Link to comment Share on other sites More sharing options...
tonybishop Posted June 9, 2015 Share Posted June 9, 2015 (edited) It is not being avoided your saying "Autocad" when this is a max forum, if this is a max forum then we don't know anything about autocad unless people have the experience or knowledge in autocad.... the only way you can can get control of vertex is by going to the vertex sub-object and then choose the vertex and then moving vertex from there or if you want to changing the type of vertex then you need to Left of right click on the vertex and a drop down box will appear and then you can change the vertex type to a smooth, corner, bezier, or bezier corner if you want to add more vertex's to your line then you would need to refine it you would need to select vertex under geometry click the refine button and then it will turn yellow once selected now you can add more vertex to where you want them to be and then move your vertex around and where you need them to be there is no modifer then will automatically create anything, all modifers do different things depending on what you model Edited June 9, 2015 by tonybishop Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted June 9, 2015 Share Posted June 9, 2015 I agree with Scott that these questions or "problems" seems to be related to lack of basic knowledge of Max or CAD tools. The main problem that I find is the inconsistency of modeling or drafting in AutoCAD, REVIT or what ever, sometimes the Drafter seems so lazy or it is in such hurry that several mistake are made and for the CAD/plans purpose they are "OK" but for 3d modeling they just create many problems. If you are the drafter, try to keep each line in a layer, do not build a long line of several small ones, connect your corners. Use same layer for same elements do not just change the color or line type to match and many more. To answer straight to the questions: What about getting curved lines from autoCAD, do you just manually rebuild them by eye, or is there a way to take the line and with a few modifiers or something get control over them? because they do come extremely detailed with no ability to change the detail? (this is like my main question that everyone seems to be avoiding) If the CAD drawing is well done you should not have any problem within Max, I would recommend tho to use the Link to CAD then merge instead using the straight CAD importer. The link to CAD seems to work better smoothing curves and connecting edges. But this options can be adjusted in the importer any ways. After link and merge, transform your CAD lines to splines and that all, they should work just like native Max lines, increase subdivisions smoothing everything. remember to weld vertex and if they are acting funky, just create a spline in Max attach the CAD lines to this spline and voila, they will work now. Is there a way to rebuild the curves accurately? Same workflow explained above, you can use the same CAD lines no need to rebuild Re-do them in some non manual way? Is there some option in 3ds max? Most of stuff is done manually in Max, learn your craft, do not look for shortcuts. Do not use NURBS, it is not necessary for 99% or architectural modeling in Max. Link to comment Share on other sites More sharing options...
tonybishop Posted June 9, 2015 Share Posted June 9, 2015 I was just suggesting nurbs as a quicker way or modeling and controling the lines when you made them instead of doing the refine tool and changing the vext type Francisco Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted June 9, 2015 Share Posted June 9, 2015 Well many ways to skin a Cat right? although I don't see any speed difference modeling with nurbs or regular splines. But again each one of use has his own strength right? Link to comment Share on other sites More sharing options...
tonybishop Posted June 9, 2015 Share Posted June 9, 2015 IMHO with a regular splines you have to move the vertex or add more and you cannot really control the RS or change the vertex type with the CV you can just hold down the mouse button and then drag the CV, then if you need to move the vertex you can do that in a later stage of your model, as for skinning a cat you will have the animal rescue services on you HAHA Link to comment Share on other sites More sharing options...
Nic H Posted June 9, 2015 Share Posted June 9, 2015 3dsmax 2015 has spline tool that is pretty good for making curves there is a edit poly and tubrosmoother that can make smooth surfaces as well. Link to comment Share on other sites More sharing options...
gedsta Posted June 9, 2015 Author Share Posted June 9, 2015 Okay look, I have the CAD drawing done myself and it has a nicely modeled spline that is easily editable. Now I imported it Like Francisco said, and also I tried to just import the CAD directly and I have many many control points in the 3ds max file, which is not what I want and the best way I see it is just to re-model by hand, next to it I have drawn a line and both vertices were made into bezier corner, is there a way so that I get lines from CAD to max like that? Yes or no and how? Link to comment Share on other sites More sharing options...
gedsta Posted June 13, 2015 Author Share Posted June 13, 2015 (edited) I figured this out: If I import a DWG into Illustrator and then save the file as an Illustrator file and THEN import the created file into 3ds max it will give me all the curved splines with bezier curves, an no extra geometry or points will be created. EDIT: this is weird because I assumed direct import from autocad to 3ds max should be quite good, which is not the case, also, it is weird that people in this forum couldn't know this piece of information, instead giving me a lot of information that I did not ask for...although, I do thank you for your contribution and time spent in trying to answer my questions. Edited June 14, 2015 by gedsta Link to comment Share on other sites More sharing options...
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