help - 3dsmax fusing elements

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shadowmoon
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help - 3dsmax fusing elements

Post by shadowmoon »

i made a symetrical model and i liked the alterations i made on one side so i deleted one side of it and mirrored the model. it made another object so i grouped them together to make one but there is an annoying line down the middle and i want to fuse the elements together. how do i do this. for it wont let me weld or collapse the corresponding vertices
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Majra
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Post by Majra »

ok, select all the objects you want together as one object

then, do a edit mesh modifier, pick element button, select all elements, then scroll down and press detach, then press the attach button and click the pieces, and you should see them turn into one


EDIT, REREAD THIS, cause I forgot something important
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shadowmoon
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Post by shadowmoon »

Ahh wow thanks it worked now, you are a god
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Post by Anonymous »

Use the boolean Union..
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Post by Majra »

NO!!!! dont use boolean, boolean is a very choppy and sketchy tool, it acts really badly sometimes. This trick does no crazy things, it simply takes matched up verticies and poof puts em together :)
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Post by Noirgrim »

Attaching it will make it one mesh, but don't you want to fuse the vertexies? To do that, select all the vertexies you want to be fused and go to the 'Weld Field' on the modifiers side panel, then hit the 'selected' button. Make sure the number is large enough to fuse the vertexies.
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Post by Majra »

I assumed that that step was already done when I said this, if you weld the vertices, then attach it will act like one fused and perfect mesh
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Post by prometheus »

there is a double way to weld vertices , either in poligon statues or in mesh status , with the poligon u have more control on it....
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Post by Anonymous »

Ahem I think we need a expert opinon? No? Anyway here it goes...

Select the 18th verticy on the sixteen degree angle detach the whatsit polygony and fuse the eight strucres...Still with me? Good... Now comes the tricky part, select the select all and raise the 3rd interval at the transversal hypotnuse of the gibberling detachment then watch a move eat dinner come back and the comp should have finished loading by now. and there ! You have a fully fused thingy

If you didnt understand a single word yyou wernt suppose to.
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Post by Majra »

prom Im not quite sure what you said?

I am sure though if you do the attaching like I said, and then select the pair of vertices on the borders(remember to put them together by using endpoint snap) and weld after they are one object, then everything will be fine
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Post by prometheus »

well there are two kind of objects to work that i use usually apart from splines based almoust on vertex and lines .... those are poligons and mesh the first is more easy to work for editing ... but the later is better for the transforms ... or at least is what i get to know till now....
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Post by Majra »

I make everything out of planes, as I believe that is how BS did it, but as long as it looks good.

I would suggest you look into using planes, it really reduces #polys and makes for better texture application
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Post by prometheus »

what u mean with planes? u make it and then merge the single vertices?

actually i think Bethesda instead worked in severall ways from using box editing till spline workings for some creatures and to face construction for the most complicate ones....
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Post by Majra »

sorry I meant for Architecture, for creatures they definetly didnt use that technique
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Screw it, I'm back for sweet sweet TR

Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
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