i created some text using 3ds max text tool and i convert it to edit poly but problem is when i do this i have to always go in and manually connect vertices to get perfect quads which is really time consuming is there an easier way to accomplish this?
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Take a look at this for instance, i have ajob right now where i have to make editable poly object from a spline but it is a complicated thing because if i dont have perfect quads or just simply good vertex connections to form faces then when i apply turbsmooth the shape won't smooth the way i wanted and it needs to be and it is a very huge model so i have to do this manually which is such a paint connecting vertices after vertices. i think what is needed is some plugin that looks at the shape and connects vertices to vertices or vertices to edges at a right angle or tangent to the original vertex the connection will be made from in that case there can be alot more faces but that would work in instances like this because later one it is no problem to run pro optimizer and optimize the shape but a tool like this would be a big time saver since i always just get sketches from clients or just AI files i need to import or even autocad files which in the end turns out to be such a pain in the ****. I wish i has the time to learn how to have such a plugin or script but sadly i don't.
The model will be used for machining on a cnc machine. see the attached for the model i have been slaving away at it all day
Well i found something there is a plugin called QUAD CAP PRO, it stil insists on some work but not as much as you would manually with the shap i sent you,, i tested it and it works well if you specify areas for it to work on since if you select everything it will mess up your shape.
That looks like cool script, Michael.
Hi steve, here you go,so quad chamfer basically works on the faces i selected, it goes around and tried to connect all vertices existing but you have play with it a little til it works properly . it doesnt seem to like curves to much unless you have enough vertices to connect
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