Welcome to the 3DS MAX Forum
Forum Moderators: wheatpenny
3DS MAX F.A.Q (Updated: 2003 Apr 17 12:00 am)
Welcome to the 3DS Max Forum!
Considering 3ds Max? Download the FREE 30-day trial here
Renderosity maintains a zero tolerance policy concerning the trading/use of illegal software.
Refer to the Terms Of Service for the lowdown concerning warez.
NEW! POSER/MAX FAQ This covers MANY of the issues involved when using Max in conjunction with Poser.
Take the time to look over this post before starting a thread in the forum.
Checkout the Renderosity MarketPlace - Your source for digital art content!
Subject: Spline TroubleDarchind opened this issue on Jan 11, 2013 · 8 posts
Fusing only aligns the vetices to the same coordinates. You need to weld them.
Quote - I think I may have found the problem. I've circled it in pink, but I don't know how to get rid of it. There are two "green" vertices that stick out past where the cut is supposed to be.
Those aren't vertices. They are tangents of the bezier vertices in red. They act as "handles", to add curvature to the spline segments.
At this point, I would really suggest going back to basics here. Start with perhaps a few tutorials on clothing creation in Max using polygonal modeling techniques; even tutorials from other modeling applications would translate pretty cleanly to most of the tools in Max.
PS: If you are determined to continue with splines, then you can, if need be, change those points to corner points or smooth points by selecting them as you have done, then right click in the viewport, and in the quad menu that pops up, select either corner or smooth as vertice type. It appears they are currently set to Bezier or Bezier corner.
When you are doing spline modeling, you need to be very mindful of vertice type, and numbering. For something like this, you are going to need cross-sections so you can apply a SURFACE modifier, and vertice numbering order is essential for that. This is why I'd personally prefer to model it with polygonal techniques.
Remember, if you are going to export this and distribute it for use in other apps, Garnment Maker uses delaunay triangulation to approximate the surface volume, and smoothing the result can give you bad Ngon topology. This is fine if you plan to use it directly in Max with cloth simulation, but could result in a bad topology or very dense object meshing, if you need to export for use in other apps.
Quote - I've decided to scrap spline modeling and just edit raw primitives. I also decided that I wouldn't rely much at all on modifiers, but rather I'd freeform-sculpt it and add quickslices when need be. I only applied the Turbosmooth modifier one time, and this is what I came up with along the way:
Much better, don't you think? I think the surface looks ok in shaded view, and I'm sure the topology is far better than it would be with Garnment Maker. GM is ok if you plan to keep the results in the Max pipeline, and want to run cloth simulations; otherwise, I think you took the smarter route by starting with a good quadrangular mesh, and going from there. Did you add a shell modifier for thickness?