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| Adding Vertice to an Editable Poly.
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Is it possible to add a vertice to an editable poly?
I’m trying to make a head and I actually got the shape looking pretty good, but I can’t add vertices for the nose, eyes, and mouth. I tried the Create command to add a vertice, but it doesn’t connect to the actual object.
If I can’t add a vertice to an object, is there another technique I can try.
(BTW if it matters I’m creating the head by taking a plane and editing it.)
3DS Max 2011
Windows Vista 32 Bit
Dell XPS M1530
Intel Core 2 Duo CPU T5550 1.83 GHz
2 GB of Ram
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There are a few tools which you may find useful for such a task: cut, connect, slice, quickslice, bridge - some of these will only become available when switching to a Vertex/Edge mode etc. I demonstrate some of these in my Weighted Companion tutorial.
website: http://www.all3dmax.com
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You wouldn’t normally want to simply insert a vertex - you’ll mess up the edge flow and cause non-quad polys. Slice, Connect and such like would be better choices.
If you must insert a vertex, be at the Edge sub-object level and click the Insert Vertex button (at the top of the Edit Edges rollout).
Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.
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i don’t know what’s your situation but i guess you can do so by converting to edit mesh n there’s an add vertex command there and then convert back to edit poly
but normally as most of guys told you wouldn’t want to do that… cause it’s gonna mess things up
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IMHO, I think the options described above (cut, slice, quick slice etc..) are very good options based upon what you’ve described; however, I don’t really like the option of going back & forth between EP & EM.
Along the lines of the EP & EM example, this option is not often used, but I thought it worth mentioning due to the title of the thread: Basically, one can also add vertices while in the “Create” command of the polygon sub-object; to do this, simply hold down the “Shift” key & a vertex will be created when you select a point in space for the next vertex. As I stated previously, I do not think this helps your particular situation, but it is worth a mention for this thread. For the most part, I find myself using this technique only when I’m doing spline cage/surface modeling; which is not often now days.
Chris Robinson
http://www.supercoonstudios.com (Under Development)
3ds Max 2011
Dell Precision 690, Intel Xeon Dual Quads @ 2.66 GHz, Dual NVIDIA Quadro FX4500s, 12 GB RAM, Windonws 7 x64
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