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Using 3dsmax 2010 graphite tools to recreate bad meshes
Posted: May 01, 2009
Category: Autodesk 3ds Max
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Here is a quick demonstration I created a couple months ago for a user group event that shows how you can use a couple of the graphite modeling tools to rebuild an landscape model that has a ton of problems.

Anyone in the design viz industry who has ever dealt with imported landscape geometry can probably back me up that more often then not these things are a big pain in the butt. I've seen this same problem in games when trying to use real landscape data to derive games landscapes. Versions of this workflow could obviously also be used for scanned models. Don't forget to set the video to HD for higher quality.

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Posted by juang3d on May 11, 2009 at 07:48 PM
Completly Agree.
Posted by Shawn Hendriks on May 11, 2009 at 07:29 PM
Jung3D - that's a great method. I hadn't thought of that way of doing it. In the cases I usually deal with it wouldn't quite work for me as well because it wouldn't give me a lot of control over the local detail level but for many that would work nicely. I do love 3ds Max for the dozens of ways you can tackle any problem.
Posted by juang3d on May 11, 2009 at 06:00 PM
Have you tried to map a gradient ramp to the original geometry so the black areas are the highest and the with areas the lowest so you can render a height map, apply to a perfect quad mesh and then use it with the displace modifier en max (no render displace, i mean displace modifier in the stack) it is a good solution too, a bunch more of polys but smooth and fast.

Cheers.
Posted by Shawn Hendriks on May 11, 2009 at 05:26 PM
Wade - the polys that are missing are infact just below the surface of the original mesh. Lurdy - the problem with confrom is it can freak out when you have a mesh that is so horibly put together as this one was. Conform can't figure out how to conform one contiguous object to a single object mode out of 10000 independent triangles. In the past I had even tried drapping cloth objects on the model but those also freak out when colliding with objects like this one.
Posted by Wade S on May 06, 2009 at 03:17 PM
Very cool, thnx. What about the missing poly areas? Were they just below the surface of the original mesh or were they actually missing?