I’ve no idea why such basic functionality isn’t there in Max. However, along the lines that Neilg has been suggesting, I think it’s a decent approach to relax about exact dimensions in 3ds max for visualisation. I’ll often use primitives of a known size just as a guide to model over or bring a plan or elevation in from AutoCAD and again just use those lines as a template to model over by eye. If you’re dragging in the viewports to match these guides by eye you’ll get things to within a millimeter anyway. Either that or use the coordinates in the bottom toolbar to do a quick calculation between points. I don’t particularly like the way the snap tools feel in Max so I try to work around them.
If you could enter exact values nobody would ever learn to let go and start eyeballing it… i kind of like that it forces you to wing it.
Vizioen - I still prefer to go into edit poly and move vertices/clean up meshes when making changes like that. I guess i don’t really get changes where the entire floorplan gets re-designed (or if it is we charge for it), a wall gets moved here and there and things shift but it’s never so drastic as to need that much control. I cant help but feel on a larger scale project working like that will get a bit messy. but i guess you could just work like that early on then drop an edit poly on and start extruding edges once it’s locked down.
Figure out what works for you though - I never follow exact formulas. Every project before i start anything i have a look over what needs doing and try to think of the most efficient approach (and knowing the client/how many changes i’m likely to receive). it’s always slightly different - and i have used those techniques when i knew it was going to change but we needed to get cameras out anyway.
I’m not going to open a new thread for this but I have a question concerning UVW mapping of for example a window profile.
From left to right. (the utmost right is the thing I want). All of them are regular sweeps from a rectangular shape. I want the uvw mapping to follow the direction of the spline. In other words it needs to turn 90° at each corner. Sweep does this automatically but as you can see unsuccessfully. If I turn off optimize and I get more divisions it’s less jaggy but only on the level of divisions (you can see it in the second screenshot), also it still rotates towards the corners. The third one is actually 2 different map IDs with a multi/subobject material with same material but with 90° rotated W map. It’s a bit tedious to do this for lots of things. Is this the correct flow to achieve something like this, or is there a sweep option I’m missing?
Divided sweep (still jaggy)
you can go into your spline and add vertices at the corners that can help, but mostly for that we would use your third method, yeah. I do my windows with straight sweeps and have each segment a different element in the edit poly which intersect. have the vertical ones scaled to 99% in whatever axis keeps them inside the horizontal pieces and you dont get dirty faces.
Thanks, too bad it can’t generate decent mapping like this automatically.
so agree ! I use the same method too
it’s a pity, Sweep is useful but with this recurring problem, it become really frustrating
Just saw this new script: http://miauumaxscript.blogspot.com.es/p/miauus-polyline.html
and it reminded me of this thread. I think it’s new anyway.
That’s great, i was looking for something like this, might consider buying this. I think it’s new indeed because I’ve looked at most of Miauu’s scripts already. He has some amazing scripts.

