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Author   Topic : "retard in 3d"
edible snowman
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PostPosted: Wed Jun 13, 2001 6:31 am     Reply with quote
is there anyway to double the amount of vertices without smoothing it like meshsmooth? i just want more points to work with, but i dont want to change the models shape. it takes me a while to find stuff in max, sorry if i sound stupid.
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Jock McxSporran
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PostPosted: Wed Jun 13, 2001 6:52 am     Reply with quote
"Tesselate" is what you seek. How you implement it depends on which version of Max you are using,
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waylon
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PostPosted: Wed Jun 13, 2001 7:16 am     Reply with quote
When working on low or medium-poly objects, I'll usually just go into edge mode and use the "divide" tool. Or I'll go into face mode, select a few faces, extrude them to 0 units, then bevel them down (so you basically get concentric polys.)

Or, get meshtools, if you have Max 4. They've got all kinds of great ways to subdivide polygons. http://www.s21net.com/meshtools/

[edit] Oh yeah. I also chamfer edges a lot. But I guess none of these methods are really good if you just want to double the number of vertices on the whole object at once. They're great for when you're working on a small section at a time, though. [/edit]

[ June 13, 2001: Message edited by: waylon ]
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Jock McxSporran
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PostPosted: Wed Jun 13, 2001 7:48 am     Reply with quote
Actually Waylon has a point. Although I answered your question in my first post, I perhaps shoud have pointed out that there is almost no legitimate reason to double the vert count on a model. You should only add detail where you need it, anything else is just sloppy workmanship.

An explanation of how to do that would run to several chapters though, so I'd suggest bearing Waylons suggestions in mind while you go through a few tutorials.
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dr . bang
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PostPosted: Wed Jun 13, 2001 8:16 am     Reply with quote
cut is another way,
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MrPumpernickel
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PostPosted: Wed Jun 13, 2001 8:27 am     Reply with quote
Cut is poo, work like crap...
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TimOPod
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PostPosted: Wed Jun 13, 2001 9:12 am     Reply with quote
well heres my jerk of the day answer, but plan ahead. Really try and have all the verts you need when you first build, it sounds tough (and it is, i don't do it as much as i should) but try it, take a few days (or months) to think your modeling through befor you extrude and such.

ok done
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edible snowman
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PostPosted: Wed Jun 13, 2001 1:22 pm     Reply with quote
yes, good point. i guess i dont really need to divide them completely in half. the reason i asked is because i like to start off with a really low number, so there are less to move to get the general shape i want, then i add more vertices as i want it more and more complex. ill just use the divide tool.
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Dan3d
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PostPosted: Wed Jun 13, 2001 6:54 pm     Reply with quote
There is no need to plan ahead as if you know the number of vertices you will need. I often start with a basic shape like a cube and go from there, adding vertices/edges/faces as I need them ... adding details where needed and sometimes deleting extra faces, etc. The only time I really plan is if I am creating a low poly object and am on a "poly" budget.
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Frost
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PostPosted: Wed Jun 13, 2001 7:19 pm     Reply with quote
tesselation by face-center with a tension value of 0 I think is what you want...
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NukleoN
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PostPosted: Wed Jun 13, 2001 8:01 pm     Reply with quote
Cut rules!



[ June 13, 2001: Message edited by: NukleoN ]

[ June 14, 2001: Message edited by: NukleoN ]
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waylon
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PostPosted: Thu Jun 14, 2001 4:03 am     Reply with quote
Well, then depending on the forms you're making, you'll probably want to know how to use as many tools as you can. Chamfering edges works great if you're trying to get smooth edges. Extruding and beveling faces is good for adding indentations and bumps. And, of course, divide is nice if you're going to move the vertices manually.
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edible snowman
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PostPosted: Thu Jun 14, 2001 3:21 pm     Reply with quote
and whats the best way to learn kids? press buttons until something happens.
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