Pumpkin Problems by f_error
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Description
This is an unfinshed project, but my first full model. I'm hoping someone here can help. My original goal was to have a face carved in the object and use a combustion particle to light it up. Problem is while using Displacement Maps in MAX, you are unable to use boolean operations else it cancels out the Disp Map(resulting in no creases in pumpkin) ANY help or comments are appreciated. Thank you!
Comments (11)
wgreenlee1
could you use a ans map for the eyes????i might try this little project myself,good looking pumpkin though no matter the intent!
f_error
wgreenlee1: thanx for the comment. "ans map", as in Anisotropic? Will that give enough depth?
Odin
you can try using cut or whatever its called, in the same list as bolean, and use a spline shape to tell what shape of the cut. Like make the spline shape the shape of a eye and cut and it will have a eye hole...hope this helps.
f_error
Odin: Just tried that, also doesnt seem to work. Thanx for help tho!
MplsOiBoi
Boolean, then convert back to an editable mesh, then apply your displacement... Are you using material displacement?? This would be a good question for the forum, you should post it there?
f_error
MplsOiBoi: Yes, Material displacement is use (photoshop created striations). I will give your suggestion a try. I have heard of the boolean flaws with MAX 4.0 before, I haven't up'd to 4.2 yet as this is the only thing I have had probs with, and being a self tutor, I just wait till I come across a prob before confronting it.
f_error
MplsOiBoi: Did not work, Once you apply boolean operation any displacement seems to distort the geometry of boolean subtraction. I have seem to solve this by refining overall model by hand instead of using Displacement mapping.
BlackTiger
Hmm... after the Boolean and converting to Editable Mesh, shouldn't you then add a UVW Map so max will know where to put the displacement map? After a Boolean operation, objects loose their mapping coordinates.
f_error
BlackTiger: Have done that and it still distorts geometry. Gonna try doing this model in Maya and see how it turns out.
f_error
Found the prob! edges and faces must be deleted in order for cut outs to retain shape. I will post an update to project in a short. Thank you ALL for your help. I am thankful for any and all future criticism...good or bad! :)
Mole-People
I figured out another way you could do it. make a patch, and if necessary, subdivide (with propagate on) the edges, (make sure you turn the option that displays interior objects off) and use the handles to make the correctly shaped holes out of one face, or a couple of faces. Then, reverse-extrude.