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I've had to do the same for the Mark3 Iron Man suit for a friend and we did use the shell of 3ds Max.
Over time we managed to simplify the process a bit but overall here is what we did:
For every part we wanted we took the surface only (our model was nice outside but not valid for a wearable suit inside):
- We made our objects Editable Poly
- Use the selection tool with Ignore Backfacing on and By Angle (depending on the case but usually something around 20 worked well) to easily select the faces of the surface.
- Detach every surface we wanted to be considered as separate objects.
- If the object was very high in polygon we sent it in MeshLab to reduce the number of faces using Quadric Edge Collapse Decimation. Export as obj and bring it back in 3dsMax.
- In some cases we created a lid around the surface of about 3mm.
- Use the shell modifier. We used about 1.5mm (inward only) and used the Straighten Corners option. You will probably notice spikes here and there. These are the places you need to go fix.
Hope this helps
PM
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Here comes Cura 5.9 and in this stable release we have lots of material and printer profiles for UltiMaker printers, including the newly released Sketch Sprint. Additionally, scarf seams have been introduced alongside even more print settings and improvements. Check out the rest of this article to find out the details on all of that and more
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pm_dude 27
Hi devilflash,
I've had to do the same for the Mark3 Iron Man suit for a friend and we did use the shell of 3ds Max.
Over time we managed to simplify the process a bit but overall here is what we did:
For every part we wanted we took the surface only (our model was nice outside but not valid for a wearable suit inside):
- We made our objects Editable Poly
- Use the selection tool with Ignore Backfacing on and By Angle (depending on the case but usually something around 20 worked well) to easily select the faces of the surface.
- Detach every surface we wanted to be considered as separate objects.
- If the object was very high in polygon we sent it in MeshLab to reduce the number of faces using Quadric Edge Collapse Decimation. Export as obj and bring it back in 3dsMax.
- In some cases we created a lid around the surface of about 3mm.
- Use the shell modifier. We used about 1.5mm (inward only) and used the Straighten Corners option. You will probably notice spikes here and there. These are the places you need to go fix.
Hope this helps
PM
Edited by GuestLink to post
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