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3DS Max is done in a way that some 3D modeling issues can be avoided if the user is rigorous. If the situation is controlled between all the steps, the final model will not encounter any problem during the 3D printing process.
Here are the points that need some of your attention during the creation of the object.
As stated before, 3DS Max offers several tools to generate and modify 3D models, with simple points or predefined models (primitive shapes). It is possible to combine those different elements, to obtain models adapted to your needs.
It’s important to know the state of our object in the 3DS Max language. Thus, primitive shape is considered as an object on its own, not modifiable in its state. Then a lot of menus (like those in the modifier “Edit Poly”) are masked.
That’s why it is necessary to convert this object as a Mesh, or a polygon to get access to all the Modifiers that we saw previously. If you use a software such as Rhino 3D, and you’re used to Nurbs, you can convert your object in a Nurb in this same menu.
If they are not available, or if they are masked, it is just that the selected object is not a Mesh or a polygon, and then you can’t modify it.
After the addition of a Modifier or a Bolean operation between two parts of the model, it’s not rare that the object is considered as a primitive form, that you can’t modify. Check permanently the state of the model to avoid every issue during the modification.
During the generation of your model, it is possible that you get inconsistency on certain angles or edges.
Indeed, it’s possible that after the modification (like the removal of a point during the 3D modeling), two Vertices get close but are not unified in the 3D model. This can lead to some problems when those variations are paired up with the Modifiers algorithm.
Thus, when you’re in front of an anomaly on your model, look at its edges in the first place, to see if the tops are well defined. If they are not, use the Weld or Target Weld function to solve this problem.
For a modelling and a 3D printing without any problem, the faces of your object have to be oriented in a certain way. Each plan has a darker face, representing the inside of the model. They should all be on the same side, and all the other faces have to go on the outside.
To make sure that it is ok, use the Modifier tool “Normalise”, which will homogenize all the faces orientation in the same plan.