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You are here: Forum Home / Autodesk 3ds® Max® / Modeling / how should I model a surface - think pond or even road - within a larger mesh?
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how should I model a surface - think pond or even road - within a larger mesh?
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  • tyree
  • Posted: 24 July 2009 01:46 PM

why didnt you use nurbs to make a surface it would have been extremely easy



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the terrain was a mesh to begin with and it has far too much detail to be represented by a nurbs surface

also, I find max is really bad at handling nurbs geometry

Author: oompa_l

Replied: 25 July 2009 05:43 AM  
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  • tyree
  • Posted: 25 July 2009 01:06 PM

could you post your mesh or something similar to it. Id like to test that claim



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I’d like to but it’s a huge file - what’s an optimum format? I had problems with the number of triangles with 3ds and I was using obj but if you have a better suggestion I’m all ears…

new question, maybe a new post - let’s say I split an area out of a mesh, is there a way to soft move its vertices for example in the z direction but keep the edge vertices locked so they can’t be affected?

Author: oompa_l

Replied: 27 July 2009 02:56 PM  
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  • oompa_l
  • Posted: 27 July 2009 03:02 PM

the max format was by far the smallest but apprently you can’t attach the file directly.here’s a zip containing the file



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  • Location: West Midlands, England, UK
  • Total Posts: 13790
  • Joined: 06 August 2007 11:06 PM
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No attachment.

1) You must Zip (not rar or 7z or any other alternative) the file before attaching it.
2) The attached file must be below 3.5MB. Larger than that and you will need to upload the file to Rapidshare or other similar site and link to it.



Max 4.2 through 2012 (SP2+SAP).
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.

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  • NotSoFro
  • Posted: 30 November 2009 11:08 AM

For a large area like a landscape I perhaps wouldn’t edit your geometry at all, my first approach would be to apply severl UV Maps in the modifier stack, each with a different map channel, to a fairly dense plane (which I would have converted to an editable poly).  Then I’d apply a composite material to the poly.  I’d create a number of sub-materials in the composite material (perhaps composite material is only available in 2010).  Then I’d apply a texture and a matching displacement map for each pond.  Each pond = a new map channel.  Then under each of the UV Maps in the modifier stack I would select the gizmo and move the textures/ponds are to where I want them.

You could draw the displacement map very simply in PS using a wide and soft air brush of a black on a square white background. 

If this doesn’t work then ummm...you could use the new graphit modelling tools to ‘paint’ displacement into your mesh.  Use Push.  Then Alt drag for pull.  This would take care of your displacement but you may still need multiple UV Maps on the stack to move the pond textures over the indented geometry. 

I’m sure what I just wrote is confusing, let me know if you need further explanation.



Replies: 1
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im using 9 so i dont have access to graphite features. is there an easy way to subdivide a surface into a grid? I don’t really like what i get when i tesselate

Author: oompa_l

Replied: 30 November 2009 12:50 PM  
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