Saturday, February 11, 2012

Boolean disaster

Bad news. I've been going under lot of pressure this weekend as my wife went into medical treatment at nearby hospital. Her asthma suddenly relapsed and to make it worse, i received complaint for some of my blog post sat the same time. If you notice, i deleted 2 posts and removed their companion files. Well, this is what happen when we didnt prepare enough, Murphy's Law will always take action.

In between back and forth to hospital, luckily I still managed to get my stuff done. And like the other complicated situation, I totally forgot how to solve a simple problem. This time, it is Boolean operation.

Perhaps you already knew the fact that most of 3D artists will always avoid using boolean. The result is kind of ugly topology and sometimes also affecting the stability (try to boolean a large object, add some stacks and leave it as it is as you work with your scene, you'll know what I mean). But there were times when boolean could help speed up some process. I consider merging two cylinders as this specific situation.
Here is my base model. Its simply just a small cylinder attached to a bigger cylinder. I boolean them and start fixing the edges and then add symmetry modifier:

What happen when when I added a subdivision modifier? here's the screenshot:
You can see that some spot of topology got clipped. At first I was like "Ah, unwelded vertices", then i run from weld, target weld, bridge, delete to finally rebuild the mesh, they all went into same thing, some part of it got clipped. Detach it, create new geometry and attach them into new geometry, nothing. I replaced subdiv modifier, and its still the same:


Okay, at this point the bell rang in my head. I remember i had solution for fixing automatic edge crease value assigned by boolean operation (did I mention boolean? I didnt even remember i was using boolean when working with this model. In fact, I previously did checked edge crease and all my edges were uniformly at 0 value). I simply re-collapsed my object to editable mesh and re-collapsed it again to editable poly, and tadaaaa, the clip disappeared:
For you who has problem either clipped edge or a ridge/harsh after a using boolean, right click on your object > convert to editable mesh and right click on your object > convert to editable poly would do the justice. I usually did the workflow straight after boolean operation, only this time I got too may things going at once i could barely think of anything. I found this technique quite long time ago and apparently never got fixed for some reason we probably would never know. Just read this tips, even 3ds max 2.0 have this sort of automatic edge crease problem.

And now, another interesting fact i found two days ago: although some folks mention the advantage of using turbosmooth modifier is less memory consumption, it actually almost double the face counts than meshmooth (both use level 1 with isoline display off). You can read total faces using turbosmooth and meshsmooth compared on exactly the same object above. And what puzzles me even more, 1 on 1 comparison (I snap them into single position), all vertices exactly have the same position on both modifiers, ie: there is no geometry difference between object using turbosmooth and meshsmooth. Only face counts were different. How is that even possible? I dont know. But, (yea, there's always but), this face counts resort to meshsmooth face counts when the geometry collapsed into single mesh. You'll see significant face counts decrease after you collapse objects with turbosmooth modifier.

And as a thank you for your time reading this post, here's the (previously) horrible model I showed you above:

Download: 3dsMax9, Vray. Mediafire

Good news is, not confirmed yet though, my wife will likely get back home this noon. Yay!. Its breaking my heart to see my 3 years old cried to sleep each night looking for his mom.

Thursday, February 09, 2012

Pin Up and G-Chair

Pin Up

Manufacturer: Infinti Design
Model: Pin-Up
Description: Pin Up is a free curvy design that develops from a disc-shaped base into an unusual shape, enhanced by a range of 5 joyous and innovative colours to excite, inspire and express personality. The full-grain leather version reveals the softer side of Pin Up, designed for maximum comfort. Modern and elegant, it comes in a choice of stylish colours - white, ivory, red, dark brown and black - and adds a touch of class to any room. The Pin Up chair is made of Freeform soft integral polyurethane or foamed polyurethane, available in five original colours. The polished steel base features integrated swivel mechanism. The upholstery comes in ultra-soft full-grain leather or Melange fabric.

Download: Max 9 format,Vray. Mediafire


G-Chair


Manufacturer: Infinti Design
Model: G-Chair
Description: Die-cast aluminium frame. Cold-foamed polyurethane seat and backrest.

Download: Max 9 format,Vray. Mediafire