Briefly I wanted to review exporting to discuss the concept of polygons and build on what we talked about in class. Complex forms require more polygons for the sake of not only their geometry but also how lighting will effect them.

Here is my ceiling, which I am exporting with a medium level of detail. See how the polygons become very complicated at areas of intense curvature, including my light holes, for lack of a better term. I wasn't thinking about this when I created my ceiling, but now I find that I might have to remake it because the holes are such a mess.

This is how the ceiling looks when all I do is import it using standard settings. See the black patches. This is an example of what rushing through things does.

Also, just so everyone is aware, somehow using my standard settings meant that each polygon enters 3ds Max as a separate entity of sorts. See how each piece of the mesh has its own UCS. (And at the top you can see my computer crapping out too.) I'll have to go back and see what I can do about all of these artifacts.

I recreated the curvy surface and extruded it up, and I'm leaving out the holes this time. Here I'm exporting the object with the polygon slider moved up two notches. These polygons look like they might be more manageable, so I'll give this a try.

Perhaps this time when I import I'll Derive AutoCAD Primitives by One Object, Use Extrude modifier to represent thickness, and uncheck Create one scene object for each AutoCAD Architecture one. I'm also making sure my Curve steps are up high and my Maximum surface derivation for 3D solids is down around maybe .5 instead of 1. And for Texture mapping, I think I'll try No mapping coordinates. This might mess up any material maps I might want to apply in the future, though. Anyway, here is what it looks like with these settings. not all that much better, but certainly different.

I decided to make this surface a mesh in rhino, and I started by exploding the 3d object and deleting everything but the original bottom surface. Then I converted it to a mesh using the highest polygon setting. I then offset the mesh to recreate the thickness I had before.

Here it is, perfect in every way. I'll use the lights layer from my old Rhino file to recreate the openings in 3ds Max later. Or I suppose I could have converted the surface with the holes instead.So the moral of the story is that if you give your curvy surfaces a try and they don't look right, convert them to meshes. Creating them as NURBS sure was easy, but converting them to meshes once the form is right will save you some frustration.





RSS Feed