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Help with making orgainic/rounded parts of a model.
show user profile  hyper

Well this has always been something I've struggled with a bit. I'm currently working on a M4A1 rifle model, there is a part on the main body of the gun that I'm not sure how to make. Pictures below show which part I'm talking about:

I've outlined the parts I mean in red. On the top part those two U shapes on the plate stick out, they are pressed through from the other side as you can see on this next picture:

I don't really know how to go about making those :/ This is what I have right now:

Full model:

Part in question:

Yellow part is part I'm working on, obviously :p

Also the second part outlined in the first picture will use a similar method I expect. Again I'm not really sure how to do it.

I would probably create a series of cylinders or chamfer boxes and try to adjust the vertices to make it the right shape, but I doubt that will work well. I need to know how to make it look like they "merge" with the body of the gun too.

How would you go about creating those parts?

Any help would be very appreciated :)

Edit: had to fix the images, new here.
read 354 times
2/13/2011 3:19:15 PM (last edit: 2/13/2011 3:26:06 PM)
show user profile  Mr_Stabby
2 options really, you can smooth it out manually via chamfers and connects (just put another layer of epoly in the modifier stack and do the round detailing there so if you wanna modify the grander scheme of things you can easily do that using lower level) which i prefer for objects with low amount of curves or you can put a mesh smooth layer on the smooth bits and work the source mesh to get the shape you want.

As for blending them into the rest of the weapons body you can either do it for real (connect the model) but that is often very tedious and unnecessary, other options are editing normals near contact points to achieve the illusion of an unified mesh or if for example you are using MR for rendering arch'n'design material has a blend option that sorta melts it together while rendering

read 338 times
2/13/2011 4:04:36 PM (last edit: 2/13/2011 4:06:15 PM)
show user profile  K-tonne
run up against this very thing while modelling my uzi 9 (in the gallery pg4)
i approached it as simply as i could- outlined the shapes then cut an edge through the middle and pulled that out a bit- might have chamfered at this point can't remember
but i let the smoothing groups do most of the work- set the circled part as a single smoothing group and the base plate as another
worked quite well for me and didn't use a huge amount of polys
then you can blend it in with the texture

nice volumes on your model so far, looking good, gl

Website and Portfolio

read 314 times
2/13/2011 6:08:35 PM (last edit: 2/13/2011 6:10:46 PM)
show user profile  hyper
Thanks for the replies, going to give those methods a try.

Mr_Stabby - Didn't know about the Edit Poly modifier, how does that work exactly? It's just like working on another layer of the model? Interesting.

K-tonne - Thanks for the compliment. I looked for your model, where's the gallery though? can you link?
read 306 times
2/13/2011 7:46:02 PM (last edit: 2/13/2011 7:47:19 PM)
show user profile  markoid
K-tonnes uzi is in member galleries > alltime favs..... menu on the left of this page.

read 278 times
2/13/2011 11:29:07 PM (last edit: 2/13/2011 11:29:07 PM)
show user profile  hyper
Ah I see it thanks. Nice model :)
read 269 times
2/14/2011 12:20:59 AM (last edit: 2/14/2011 12:20:59 AM)
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