Demeggy Posted January 9, 2011 Share Posted January 9, 2011 (edited) Ever since meshing my high-detail kit layout this evening, I've been trying to export from Max 2010. The process takes unusually around 2 - 5 minutes, where it suddenly crashes Max. Is there a poly limit for Nifskope? I know the initial stage of the mesh was fine, until I introduced fine detailed circular indents to some of the walls which no doubt rose the poly count. Could it also have anything to do with the fact I used the Boolean compound to create send indentations in the faces of polys? Edited January 9, 2011 by Demeggy Link to comment Share on other sites More sharing options...
baduk Posted January 9, 2011 Share Posted January 9, 2011 Hi! Is there a console view or log file for scripts to view? I always look at that on blender when i have a export problem and it lets u know whats wrong! Link to comment Share on other sites More sharing options...
Demeggy Posted January 10, 2011 Author Share Posted January 10, 2011 Afraid not. I managed to export it in the end, but it seems like the normals have flipped. I'll reset the xform again and see what happens. Link to comment Share on other sites More sharing options...
Demeggy Posted January 10, 2011 Author Share Posted January 10, 2011 Resetting the xform did sod all :(. The exported version misses several other objects within the file, which is bizarre. Are they are rules when using boolean operators AFTER you've modified the poly? Link to comment Share on other sites More sharing options...
loilhart Posted January 10, 2011 Share Posted January 10, 2011 with max you can use backburner to log stuff..... also boolean like that and your bound to end up with broken stuff, your better off just making/breaking a few polys than a whole model just to create an indent. Link to comment Share on other sites More sharing options...
Demeggy Posted January 10, 2011 Author Share Posted January 10, 2011 with max you can use backburner to log stuff..... also boolean like that and your bound to end up with broken stuff, your better off just making/breaking a few polys than a whole model just to create an indent. So say I want to create a circular 'cut' in a face, then extrude it outward to create an indent, I just create the boolean on the poly face in question and not the whole object? Link to comment Share on other sites More sharing options...
loilhart Posted January 10, 2011 Share Posted January 10, 2011 booleans are a habbit i broke a long time ago, you should start using the graphite modeling tools. (its pretty much like having the two models present just to make one dif shape in the original model when you should just create a new loop or cut a hole and create new polys.) Link to comment Share on other sites More sharing options...
Demeggy Posted January 10, 2011 Author Share Posted January 10, 2011 booleans are a habbit i broke a long time ago, you should start using the graphite modeling tools. (its pretty much like having the two models present just to make one dif shape in the original model when you should just create a new loop or cut a hole and create new polys.) Graphite modelling tools... thanks. I'll have to look these up. Now bearing in mind its the wall of a room Ive created, having the faces inverted, would doing this after the faces have been inverted affect the outcome in a ny way? Link to comment Share on other sites More sharing options...
loilhart Posted January 10, 2011 Share Posted January 10, 2011 (edited) the graphite stuff should be under your main toolbar stuffs when your in poly edit mode. now im not looking at the model so idk what exactly you could/should do to it....also u_u im self taught for 6yrs on 3ds max but im fresh to making things for fallout so my guess would just be to invert the new faces if a problem arises with just leaving them be. + i always make like 5 or 6 of the same file or more just to have it at dif states for edits and backups sake. lol maybe when i get my certs i could be more helpful XD but i hope this is good for feedback at least. btw backburner is always on the backburner its pretty useful once you get to know it. lol Edited January 10, 2011 by loilhart Link to comment Share on other sites More sharing options...
Demeggy Posted January 10, 2011 Author Share Posted January 10, 2011 the graphite stuff should be under your main toolbar stuffs when your in poly edit mode. now im not looking at the model so idk what exactly you could/should do to it....also u_u im self taught for 6yrs on 3ds max but im fresh to making things for fallout so my guess would just be to invert the new faces if a problem arises with just leaving them be. + i always make like 5 or 6 of the same file or more just to have it at dif states for edits and backups sake. lol maybe when i get my certs i could be more helpful XD but i hope this is good for feedback at least. btw backburner is always on the backburner its pretty useful once you get to know it. lol Yeah, Im on version 4 of the file at the moment ;) Cheers for the advice, I'll have a go and get back to you Link to comment Share on other sites More sharing options...
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