AeroFury Posted July 25, 2012 Share Posted July 25, 2012 Hello everyone, I'm fairly new to 3DS Max and I'm modelling a house for a school assignment. These are pictures of the house I'm modelling: http://i48.tinypic.com/23lmbfm.jpg I'm having some problems trying to figure out how I will model the upper part of the house. As you can see on the pictures the roof overlaps the base of the house a bit, but when I try to make the edges longer, other parts of the house become deformed as well. http://i46.tinypic.com/mtuhid.jpg So I want to make the selected edge longer, I changed the Coordinate System to Local instead of View and tried to drag it, but when I do so, you can see the restult in the following picture: http://i50.tinypic.com/rlgy8w.jpg So as you can see, the whole side of the house becomes deformed as well, I just want to make the edge longer on its own, can anyone guide me trough this a bit? Thanks in advance! Quote Link to comment Share on other sites More sharing options...
Cad64 Posted July 25, 2012 Share Posted July 25, 2012 You can do this a couple of different ways. Either Extrude the faces of the roof up and then Extrude the roof edges out, or Detach the roof faces and then extend the edges. Quote Link to comment Share on other sites More sharing options...
AeroFury Posted July 26, 2012 Author Share Posted July 26, 2012 (edited) Thanks for the tip! I managed to do it by detaching the roof faces as you suggested. I'll try to keep this thread updated as I progress or when I have any more questions. Thanks again! EDIT: I might be able to deal with the V shape by using the Chamfer tool I guess. Different question, what would be the best method to connect the two roofs to each other? I started again from scratch using the correct proportions. Right now I'm thinking of just dragging the vertex to the other roof like this, but that's probably not the best thing to do : http://i45.tinypic.com/2liagdw.jpg http://i47.tinypic.com/2cifhn7.jpg Edited July 27, 2012 by AeroFury Quote Link to comment Share on other sites More sharing options...
Cad64 Posted July 28, 2012 Share Posted July 28, 2012 I would Boolean the 2 objects using the "Union" option. Position the 2 objects appropriately and then click on one of them to select it Switch to "Compound Objects" Click "Boolean" Select the "Union" option Click "Select Operand B" and then click on the other object After the 2 objects have been Unioned, Convert to Editable Poly so you can continue working. Quote Link to comment Share on other sites More sharing options...
AeroFury Posted August 30, 2012 Author Share Posted August 30, 2012 It's been a while Everything went well except I still have some issues connecting vertices although they are on the same polygon afaik. So we're not allowed to have "ngons', only polygons with 3 or 4 vertices. Most of the polygons I was able to fix by connecting the vertices, but some give problems. http://i50.tinypic.com/2n8obrd.jpg Quote Link to comment Share on other sites More sharing options...
Cad64 Posted August 31, 2012 Share Posted August 31, 2012 4 sided polygons, (quad's), are best because they allow for objects to be smoothed evenly without any kinks. 3 sided polygons, (tri's), are ok but should really only be used in inconspicuous spots where they won't really be seen. Tri's can sometimes cause kinks and smoothing errors. Ngon's are really not a good idea. They can, and will, cause smoothing errors and problems when rendering. You can simplify your mesh and make it all quad's by doing what I show in the image below. Green lines would be ones to keep. Delete all other lines. Quote Link to comment Share on other sites More sharing options...
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