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A Stupid question

3 REPLIES 3
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Message 1 of 4
Anonymous
538 Views, 3 Replies

A Stupid question

Anonymous
Not applicable
I am sure this has been answered many times but I have to ask because I cant find an answer. I cant get the flat surfaces corrected when doing a poly edit. See the attached file to see what I mean. The highlighted sections are the problem.

Note I have already tried the disable the triangle thing in the video driver prefs.

Thanks for the help.

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A Stupid question

I am sure this has been answered many times but I have to ask because I cant find an answer. I cant get the flat surfaces corrected when doing a poly edit. See the attached file to see what I mean. The highlighted sections are the problem.

Note I have already tried the disable the triangle thing in the video driver prefs.

Thanks for the help.

3 REPLIES 3
Message 2 of 4
Anonymous
in reply to: Anonymous

Anonymous
Not applicable
Even though you're working with quads, everything in max is really a triangle. So if you look at the corner squares, imagine that they're broken up into two triangles. On the two corner squares that look right, the triangle splits the square along the line between the outermost vertex (the corner) and the corner bordering on the quad you've lifted. On the two corners that don't work, the triangle splits the square 90 deg. off that line so only the inner triangle is effected.

So, convert to an editable poly (in general, you're better off working with polys) and go to the edit polygon rollout and click on edit triangulation. Now you can draw a line from the inner vertex to the corner on the two bad quads and everything should look good.

If you're going to apply a mesh smooth (or use the subdiv surface built into edit poly) you don't need to do this as it will happen automatically.
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Even though you're working with quads, everything in max is really a triangle. So if you look at the corner squares, imagine that they're broken up into two triangles. On the two corner squares that look right, the triangle splits the square along the line between the outermost vertex (the corner) and the corner bordering on the quad you've lifted. On the two corners that don't work, the triangle splits the square 90 deg. off that line so only the inner triangle is effected.

So, convert to an editable poly (in general, you're better off working with polys) and go to the edit polygon rollout and click on edit triangulation. Now you can draw a line from the inner vertex to the corner on the two bad quads and everything should look good.

If you're going to apply a mesh smooth (or use the subdiv surface built into edit poly) you don't need to do this as it will happen automatically.
Message 3 of 4
Anonymous
in reply to: Anonymous

Anonymous
Not applicable
Thank you for the fast reply.
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Thank you for the fast reply.
Message 4 of 4
ekahennequet
in reply to: Anonymous

ekahennequet
Advisor
Advisor
You can also use "Turn" either in Editable Mesh or Editable Poly in Edge mode to edit triangulation.

I would also suggest that you turn on Edged Faces (F4) in your Perspective view. This way you can see what you're doing in shaded view.
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You can also use "Turn" either in Editable Mesh or Editable Poly in Edge mode to edit triangulation.

I would also suggest that you turn on Edged Faces (F4) in your Perspective view. This way you can see what you're doing in shaded view.

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