use the mirror correctly in 3ds Max

use the mirror correctly in 3ds Max

Anonymous
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Message 1 of 16

use the mirror correctly in 3ds Max

Anonymous
Not applicable

Hello, I have a problem with 3DS Max when I use the "mirror" modifier.
My object reverses correctly but I am forced to reverse the faces using "normal"
Because otherwise, in game I see them backwards the problem is that when I use the "normal" modifier my object becomes salient, without changing the number of polygons.
For example, from a completely smooth ball I obtain a faceted ball.
PS: I use a translator I hope this will be well translated.

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Message 2 of 16

Anonymous
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I think I have found the solution to my problem, so I post for the solution and hope it is the right one, and that it helps other people.
To solve my problem I proceed as follows:
1 - I select my object and apply the "MIRROR" modifier;
2 - I apply the "NORMAL" modifier (ONLY FLIP NORMALS);
3 - finally I select the "EDIT NORMALS" modifier, I press CTRL+A to select everything, then in the selection panel I choose "FACE" and finally I press "UNIFY".
My object seems to reverse in 3ds Max, but in my game it appears straight and without facets.

Translated with www.DeepL.com/Translator (free version)

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Message 3 of 16

CAMedeck
Advisor
Advisor

When I have used the Mirror modifier, I have never had problems with the normals.  I think your object may have a problem with the normals already, and adding Mirror is exposing that problem.  But if your fix is working, then you are good.  

Chris Medeck
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Message 4 of 16

PropChad
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Advocate

If you are going to a game engine, you may want to do a reset xform on the object right after you mirror it. Then in the view settings, turn on backface cull. Max defaults to display the faces on both sides, so if the normals are inverted, it'll still appear correct in the viewport. Now put the normal modifier on to flip the normals if they appear inverted. Export and see how it looks.

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Message 5 of 16

Anonymous
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In fact, my solution doesn't work as I would like.

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Message 6 of 16

Anonymous
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The problem is that I modify already existing objects imported from the game to 3DS.
Do you think that mirror and xform would be enough to solve the problem?

 

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Message 7 of 16

CAMedeck
Advisor
Advisor

When I am dealing with models that were exported from a different software and something seems off while working in Max, I will do the following.  Create a new primitive object (like a box) and align its position with your object.  Convert it to Editable Mesh (or Poly), go to sub-object Element, select and delete the mesh, and finally attach the imported object.  Now you can check normals and smoothing, and edit them as needed.  

Chris Medeck
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Message 8 of 16

Anonymous
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The models are designed from 3dsmax however,
that's what I don't understand.
I'll try what you say, but I'm really a beginner.
I'm not modeling, I'm just modifying an existing object for the moment.
I'll show you a picture to illustrate my problem.

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Message 9 of 16

PropChad
Advocate
Advocate

Reset XForm will collapse all scale and rotation, and modifiers down, you use it especially in cases when going to different software or system scales.

 

Though I just noticed you said Mirror modifier, not the Mirror Tool found at the top, which I assumed you were using. The Mirror Tool is scaling -100, and will flip normals in the process. The Mirror modifier shouldn't, so it's weird you are having those issues. Below the Mirror modifier, put on an Edit Normals modifier,  (you may need to change the Display Length to something smaller so you can see which direction they are pointing). The lines you see are your normals, if they are going into the model, then you know the model was the fault to begin with. If they are going out, your normals should be correct.

 

To be certain, you could attach the model with your modifier stack, and one of us can look at it. It could be how your model started, or somewhere in your stack that caused the normals to flip on export.

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Message 10 of 16

Anonymous
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ah I misspoke I use the mirror tool well, because my object is well scaled -100
so you think I should use the modifier?
it seemed to me that it was the same thing...

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Message 11 of 16

CAMedeck
Advisor
Advisor

Ah, yes, the Mirror TOOL can be bad.  Use the modifier.

 

In more recent versions of 3ds Max they've made a change to the Mirror Tool that allows you to choose if you want it to do a Transform (negative scale) or Geometry (with a Mirror modifier).  It even gives you options for cloning at the same time.

 

Scaling anything at the base level is bad.  Negative scales are doubly-bad!

Chris Medeck
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Message 12 of 16

Anonymous
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Sans titre.pngI did what you said you would see the model and faceted, I'll see to unify.
in a first time I export and I check that I can't see through in game.

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Message 13 of 16

PropChad
Advocate
Advocate

Was it an Editable Mesh, or Editable Poly? If it was an Editable Mesh, try applying Turn To Poly modifier on before hand. The normals between the two aren't 100% compatible.

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Message 14 of 16

Anonymous
Not applicable

no normal.pngnormal.pnghere is the result as you told me the modifier worked better than the tool may still have this problem from the front I am forced to use the normal edit modifier

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Message 15 of 16

PropChad
Advocate
Advocate

Side note, I probably wouldn't mirror things that don't need it, like the rims and tires. Text is backwards.

Did you have smoothing groups assigned before mirror?

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Message 16 of 16

Anonymous
Not applicable

I took a rim just to show an example I could very well do the same thing with a seat.

I wouldn't know how to tell you because the model doesn't come from me.

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