insta Posted October 1, 2004 Report Posted October 1, 2004 This is my thread and here comes the question are you ready ok lets go : Is there a snap to grid function in 3dsmax? I'm aware that you can snap to grid while creating stuff, but when moving around vertices freely, they will not snap to grid even if it is enabled. So, is there some shortcut key that I can press while having certain vertices selected, which will snap the selected vertices to the closest grid? Ok that was my question. Quote
Pericolos0 Posted October 1, 2004 Report Posted October 1, 2004 cool i neede to know that too someone answer the man's question FAST!!! Quote
insta Posted October 1, 2004 Author Report Posted October 1, 2004 Yes it is a good question and it requires an equally impressive answer! Quote
Acumen Posted October 1, 2004 Report Posted October 1, 2004 http://www.mapcore.net/forums/viewtopic.php?t=1118 Quite similar problem...I guess Still I don't get it why you guys even try modeling when you want to always work on the grid. That's just too much of a limitation and it's not CLEANER at all. OL said it quite clear: "dont try and align your vertices to a grid when modeling, only the ones that need to line up with the floor or other walls in your map. that was the first barrier i had to get over when learning to model, to disreguard the grid. its evil." That's it. But oh well, nobody can change your minds...so stick with the not working snap to grid function in Max. Quote
FrieChamp Posted October 1, 2004 Report Posted October 1, 2004 lol I asked exactly the same question I think it isn't as important to align your vertices on the grid while doing character modeling as when you model architecture. The snap to grid function works perfectly fine to me in 3dsmax (you just have to switch between the different snap functions depending on the direction you want to move the vertex or you get really odd results). As a level-designer one of the most important things you learn while mapping is that you want to keep your brushwork clean in every situation(and that means keeping it on a reasonable sized grid) or you'll get into trouble. I'm a n00b to 3dsmax, you are more experienced and hey, maybe I will change my opinion in a few weeks/months, but from the level-designer's point of view, working with the grid is a good thing for the start. For example when you build a wall, move some vertices and don't stay "exactly" on the grid (using the snap function) and you want to toextrude, you'll get messed up architecture depending on the length of the extrusion and the amount of units your are off the grid. If one of you more experienced modelers got some spare time and is willing to contribute a tutorial, I would really appreciate a well written document about cutting down vertices. I know, it's supposed to be simple, but when I model more complex structures and start to remove edges and vertices, the model sometimes significantly deforms and gets messy. Removing polygons helps at times but it's rather elaborate. Quote
Pericolos0 Posted October 1, 2004 Report Posted October 1, 2004 when ur doing stuff like combining brushwork with models, snap to grid is super important. Now i'm just working with typing the coordiantes by hand D: i need to know snap to grid!! would make things faster Quote
Acumen Posted October 1, 2004 Report Posted October 1, 2004 Well I'm just with OL on this one: "dont try and align your vertices to a grid when modeling, only the ones that need to line up with the floor or other walls in your map." That's it. And it works fine for me. My statics worked pretty good ingame, so far. When it comes to them staying on the ground or the walls, I'll use the grid, but that's it. I read this on many forums know, and I don't see a reason for sticking with those grids in Max. So far I couldn't make up an example, where it was really really reasonable to focus working with the grid. Like, when I'm modelling a building, I'm using the feature that allows me to only move things/vertices on a certain axis and when I need this wall to fit exactly to the floor in terms of no overlapping or having leaks, I'll just use the moving options, where I can work with numbers, so its like "oh this vertex lies on 3,42 x axis", then I'll copy it and paste it to the vertices of the other object, and I'm fine. But for achitecture it's important to often use the limiting axis option, it works great for me, and I can extrude as often was I want. Apart from the Extrusion being quite weird from time to time. I'm using the edge cutting and dividing features much more. Anyways, this axis-limiation-thing is pretty handy, imo. You'll always have exactly straight lines, which is important for modeling buildings. Anyways, the way this snap tool works is described in FrieChamp's Thread Quote
OL Posted October 1, 2004 Report Posted October 1, 2004 right click on the snap button and check off different options untill it snaps to what you want, but i dont think you can ever get it completely like worldcraft.. not that you need to Quote
Kedhrin Posted October 6, 2004 Report Posted October 6, 2004 grid snapping in max takes a very long time to get used to, after i discovered it it has taken me even today (about 2 years) to still even get 100% perfect work flow using it... the main ones you want to do is snap to end point and snap to grid.... i don't recommend using 3d Studio Max for half-life map editing tho it is possible it will almost always give you leaks because its not 100% accurate rarely... use 3Dsmax for level designs that use prefab systems, like far cry, novalogic games, unreal ed, etc. Quote
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