• Help removing parts of mesh in 3DS Max 2012?
    2 replies, posted
Hey guys! I was wondering if anyone had a good tutorial or something along those lines that could help me with what I am trying to do here. Fairly new to modeling in 3DS Max, but I've got most the basic's down and have begun to create my own OC using it. Now, I'd like to use some of the clothing options from different games characters to help deck him out and apply them as bodygroup options for SFM/Gmod. I've been extracting characters from games for years, so I am good on that front along with the know how when it comes to bodygroups for Source. But the problem I am facing is that most models are all one big mesh or part of the bodies mesh. I'd like to remove the clothing from one mesh, fix it up, and then apply it to another mesh. My attempts have been pretty bad, as I end up deleting parts of the clothes I don't want to delete. I am use to working with models that contain bodygroups that are not part of the main mesh and have not had a lot of experience with full mesh models. I'd like to know if anyone has some sort of guide out there to help remove parts of the mesh without damaging the part I want removed. Can anyone help a guy out with this problem? I've tried searching Youtube and Facepunch but I can't seem to find anything.
That's not even Source-specific, it's just basic Max operation. Select the parts you want to remove, then hit the Detach button. If you're having so much trouble you could also try a different software. I use Blender myself, it has better rigging storage.
It depends on how the mesh is set up. If this is being overlayed on top of an existing body (ie he has a body under the clothing that may clip through) then you may want to truncate the rigging and re-rig it specifically to your model. You'll also need to do this if the models use different skeletons. Otherwise, copy the model, copy the skin modifier from the original model, convert it to an editable poly, then paste the skin modifier on it an delete the original model. This is just to make it a bit easier to work with. If the clothing article you want has its own material then you can just select the article by material and invert the selection (ctrl+i) to delete the rest. If not, see if your model is split and if you can use select by element to either shave off the rest of the mesh or to select the article of clothing (along with attachments on it) along with another selection invert. If it's all attached together and uses the same material, then stick to just select by polygon. Apply a material or perhaps a uvw map so you can better find the seams of the item you want. When you isolate the article of clothing you want, you can merge your max files so you can work with both your original model and your new article of clothing. If necessary, add an editable poly modifier (or use the existing editable poly), enable soft selection, then adjust the model where it clips or adjust the proportions to fit the model of your choice. Note that you can freely edit vertices including moving them, adding them, and removing them under a skin modifier, but you cannot weld them without it potentially causing issues with the rig in some areas. When you're happy with the results, export the isolated article of clothing and its skeleton.
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