| KABAR Combat Knife |
Redturtle |
heh i'm not offended by anything regarding max. i do know what chamfering is, and I can get the basic shape of this blade a few different ways using chamfer and stuff. my issue is just organizing right.
should i be using smoothing groups for something like this? feralghost mentioned them.. i know what smoothing groups are, but they're confusing as hell as far as actually applying them...
crazy little boxes you click...seems really unorganized.
read 1017 times 2/16/2007 8:26:01 AM (last edit: 2/16/2007 8:26:01 AM)
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mattcash |
You just assign a # box to a group of similar polys. Like, the concave part of the hilt, just select the polys and hit a #'d smooth button. U can always go back and unassign them. Or u might just wanna try autosmooth. And honestly, I wouldn't even worry about it too much until u texture it. The bump map might hide some problems.
read 990 times 2/16/2007 9:26:18 AM (last edit: 2/16/2007 9:26:18 AM)
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feralghost74 |
yes but it will come down to are the two mesh's going to be attached or linked if you attach them smothing groups for everything if you just think them smoothing group fo rthe blade and a turbo smooth for the grip personnaly i like to camfer all the edges that i want rounded the same than do the next one and so forth i always camfer hard corners last i usually camfer horizontal edges first but thats just me hope that helps and if you don't like doing it using the mouse use the spinner right next to it in the roll out
"My heart and my soul are not for sale at any price, but you can have my rage and venom for free."
read 988 times 2/16/2007 9:27:41 AM (last edit: 2/16/2007 9:27:41 AM)
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Redturtle |
alright well forgive me guys but i'm still not sure how to go about this. smoothing groups still frustrate me but i'll play with them. groups aside, theres a lot to potentially be chamfering here so be more specific. should i chamfer the vertices or lines or both? below is the 2d spline i'm working from take a look:
interpolation - if i bump this number up, wouldnt that reduce the need to chamfer vertices on the curves? so should i just bump it up high from the beginning? my goal isnt to make a loy poly model i want this to be detailed (but still efficient as far as poly count) so anyway, lets start from this spline..what should i do next?
heres a link to the file i'm working with here:http://www.ronniegardocki.com/random/kabar/kabarblade.zip if any of you want to just show me what you'd do with this spline please do!
read 978 times 2/16/2007 9:57:32 AM (last edit: 2/16/2007 9:57:32 AM)
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Redturtle |
: ( anyone...?
read 954 times 2/16/2007 4:51:49 PM (last edit: 2/16/2007 4:51:49 PM)
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Mesorchoo |
Ive had some trouble using the Interpolation before to get a smoothing effect what i suggest is use all corners (select the vertex, right click and select corner) if you do it the spline way so you have verticies around the bend. That way youll have alot more control over your mesh
read 931 times 2/17/2007 12:39:34 AM (last edit: 2/17/2007 12:39:34 AM)
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Poopsmith |
im not exactly sure, but by chamfering we meant editable poly> edge mode. Smoothing groups basically smooth a certain amount of polygons depending on the angles, you can group different polygons to smooth different ways. Its under the edit poly> polygon and element mode.
hope this helps
read 926 times 2/17/2007 12:58:19 AM (last edit: 2/17/2007 12:58:19 AM)
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Mesorchoo |
Good point Poopsmith, i assume he was starting again to get a better base mesh and then convert to poly later on
read 924 times 2/17/2007 1:26:38 AM (last edit: 2/17/2007 1:26:38 AM)
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Redturtle |
alright i'm making progress playing with smoothing groups. i dont remember why i had so much problems with them this summer.
read 911 times 2/17/2007 8:20:29 AM (last edit: 2/17/2007 8:20:29 AM)
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Redturtle |
i've ran into a bunch of road blocks making this blade. it's really frustrating me. i can make pretty close to the shape i want. i just feel like i'm going about it wrong.. can any of you guys show me how you'd go about this a little more step by step for me? at your mercy!
read 877 times 2/19/2007 6:01:26 PM (last edit: 2/19/2007 6:01:26 PM)
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mrgrotey |
basically i would use the combination of both smoothing groups AND meshsmooth here.
This was about literally 1 minutes work and yeah there are more details needed but its on the correct path. its a massive 46 polys unsmoothed and does the job really well.
just start with a box, have two height segments, and bring in in the top and bottom row of edges, and collapse the end
then give the two sides of the sharp edge two different smoothing groups numbers (you must mremember to only let them have ONE number per group, dont have them share multiple numbers),
then add a smoothing modifier and choose 'seperate by'--> smoothing group, and give it 2 iterations. you can then work in the extra facets needed using the same method
hope this helps, just shout for any more help
read 869 times 2/19/2007 6:50:33 PM (last edit: 2/28/2007 7:59:18 AM)
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Bolteon |
mr.g ftw!
-Marko Mandaric
------------------------------------------- . : m a r k o m a n d a r i c : . -------------------------------------------
read 862 times 2/19/2007 7:07:07 PM (last edit: 2/19/2007 7:07:07 PM)
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Redturtle |
alright so as you can see mrgotey's post helped me a lot. i'm not done yet, but I've got past my road block! i gotta sort out some details now. thanks a lot all of you who replied thus far. especially the grotester. i gotta sort out the details and stuff now. i'm sure i'll get hung up on something before i'm done this, so to be contintued...
might work on this some more tonight!
read 828 times 2/20/2007 3:17:02 PM (last edit: 2/20/2007 3:17:02 PM)
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mrgrotey |
glad it woked well for you :) just make sure you join up the handle to the hand guard, theres a gap there at the mo.
looking good :D its good to see someone physically learning through what they are doing :)
read 826 times 2/20/2007 3:22:45 PM (last edit: 2/20/2007 3:22:45 PM)
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Redturtle |
yeah i know the gaps there, i just wanted to toss something looking almost complete up for you guys to see. see if you can help me with these issues. I must have welded some verts on the grip when i didnt want to, and I saved...
Luckily I save plenty of old version of my stuff as I work on it (kabar1.max - kabar 15.max). Whats the easiest way to copy a segment of a polygon to fix the damaged region of my grip?
the only thing I can think to do is merge the files, delete the top of the one and delete the bottom of the other, then weldiing. but whats the easiest way to do that? AND i gotta start thinking about cutting details into this knife, anyone have any ideas for putting that little half cylinder thing that helps the blade not get stuck when stabbing into a bloody human?
read 780 times 2/21/2007 3:11:08 PM (last edit: 2/21/2007 3:11:08 PM)
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