I have a simple shade (a bit of a glazing system) that I have created as a shape with an extrusion. When I convert this to a poly object, I got horrible, long thin trianges along the faces. How do I avoid this? I have deleted these faces and applied a cap holes modifier, but this caps each hole as a seperate cap, and not just the extrusion.
Jeez - that was difficult to explain! Here’s a max file (max 2009).
Just had a quick look at your file, I have found this a common problem with having multiple splines within a spline - for simple windows it works ok. For a window like this I would always poly model it then shell it.
I can’t look at your file now, so I can only guess what’s the problem.
When you have splines with islands, its often better to subdivide them before performing boolean operations.
Extrude is the same as a boolean operation in this case.
In this case you can give my script a try: Loading...
I generally start with primitives for the negative shapes first and then line them up as best as possible and make bridging polys to make my surface - it’s a bit more long winded but it’ll give you something you can subdivide easily.
There are a few scripts on scriptspot.com that use the bomb trick for detriangulating. there are also scripts using other methods. It’s worth to check them out.