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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »obj export/import problem

Author Topic: obj export/import problem (5 messages, Page 1 of 1)
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abaddon7
Joined: Feb 8, 2014


Posted: Mar 10, 2014 09:46 AM    Msg. 1 of 5       
Hey guys ive tried a lot to find what could possibly be wrong working in a maya to max workflow with a simple obj file. All the sealed world rules are satisfied and still tool trolls me with open edge and degenerate triangles errors! Please help...

I have attached the obj and max files
https://drive.google.com/file/d/0B6yMUcjAM2luUU1TOU5hNHpZRnM/edit?usp=sharing
(Click File > Download or press Ctrl + S to download the files)


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 10, 2014 10:35 AM    Msg. 2 of 5       
Just some verts needed connected to others to get rid of the degenerate triangles.
http://filebeam.com/48fb06d3de04a3fad4bc82da81789beb

I guess it would be silly of me not to show you which parts it was.

That's all the rest was great.
Edited by ally on Mar 10, 2014 at 10:50 AM


abaddon7
Joined: Feb 8, 2014


Posted: Mar 10, 2014 11:32 AM    Msg. 3 of 5       
Thanks a ton man! You just resurrected back the interest in me!
That evil little edge! I only modeled that portion to satisfy the general modeling rule of "all quads" in maya! Now this sort of problem is real scary!
Maya doesnt show triangle edges like this one in max afaik. How did you find this edge!? Tool went crazy and told me to go find various #numbered edges

How can i avoid these problems in future?


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Mar 10, 2014 12:01 PM    Msg. 4 of 5       
No problem glad you can continue with your work.

I'm just so used to helping fix errors that i got used to spotting them when i look at the model in 3ds max,
or from images with a wireframe, alot of guys on here do the same.
I haven't used maya so you're a step ahead of me there, i didn't like the interface but i guess i'm just used to
the outlay of 3ds max.

Certain shaped polygons will throw an error. For example a plane should be divided into 2 triangles, or divided into triangles depending on how many verts you have on the plane.

To avoid that just make sure all verts connect and create triangles in the mesh really.
This image was made as a reference by someone to give people help on errors when modeling for halo ce.

Notice the way the verts are on the degenerate triangle image are, that's how yours was.
Very easy mistake to make if you aren't used to tool and the errors it will throw up.

Anyway have fun :)


abaddon7
Joined: Feb 8, 2014


Posted: Mar 10, 2014 10:12 PM    Msg. 5 of 5       
Wow this is so helpful! A clear visual guide! I will be cautious next time. Thanks again!

 

 
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