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| Perhaps the new polys have the wrong material id. But for modeling I personally wouldn´t work with the material applied i want to use for the finished model. A standard material is doing a good job for me. |
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| Yep just checked they do have the wrong material ID. How can I get rid of this material ID altogether? Basically everytime I create a new poly from my existing object (all material ID: 1) the new polys are assigned material ID 2?!?!?! Why is this? Is there a way to revert it so that new polys are same material ID as rest of the object? |
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| Check you haven't turned on "transparency" by hitting 'ALT'+'X'.......it's easy to do without knowing. Just hit it again to make sure. If you have separate objects in the model only the selected one will be affected, the rest will continue to display the material. By default, Max assigns Mat ID's in increments to each new object, that is to say if you convert three objects to Ed-Poly, then the first one created will have all poly's as ID1, the second object ID2 and so on. Each new poly object will therefore have poly ID's of one higher than the last, which will explain why your 'new' poly's are ID2..........are you sure you are adding polys to your existing object? Don't get confused here though, Mat ID's only relate to Multi/Sub-Obj Materials......if you haven't applied a Multi/Sub-Obj material to an object then the ID's are irrelevant anyway......which leads me to belive 'ALT' + 'X' may just be your answer. Failing that, post a few screenshots and a description of exactly HOW you are adding more geometry....it will help us to understand more clearly what the problem may be. Regards. Last edited by MrTom; 9th August 2008 at 02:34 AM. |
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| I pressed alt-x before as I indeed use that very often during modeling however the problem still persisted when I last posted. NOW however I reloaded max after a reboot and loaded the scene file, began extruding edges from my existing object and theyre now the same colour as the rest of the object! (as it should be) Very confusing, i'm not quite sure what happened there but at least i'm a bit more educated on possible reasons why this may happen in the future due to material ID's and multi/sub-obj materials, thanks for the help ![]() |
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