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| Modeling |
lyalyoka |
Could anyone give me tips on modeling this obj??????
http://www.uploading.com/files/7V6QTM39/modeling.zip.html
read 781 times 11/13/2008 3:54:27 AM (last edit: 11/13/2008 3:54:27 AM)
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Dave |
No.
Upload a picture and I might share some wise words.
read 777 times 11/13/2008 3:56:18 AM (last edit: 11/13/2008 3:56:45 AM)
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STRAT |
yeah. use your noggin' and just show us a picture ;)
 SJLEWORTHY.COM
read 768 times 11/13/2008 4:02:10 AM (last edit: 11/13/2008 4:02:10 AM)
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mrgrotey |
I cant work out how to downoad that file, so do as dave said :)
read 765 times 11/13/2008 4:03:32 AM (last edit: 11/13/2008 4:03:32 AM)
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K'tonne |
try making 2 segmented planes with alternating diagonal lines on every poly and rotating the mesh jsut like the paper model was made then refine the edges then add a very thin shell modifier or make a double sided material

read 739 times 11/13/2008 7:00:48 AM (last edit: 11/13/2008 7:00:48 AM)
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lyalyoka |
Thanx,a lot, i'll try, although it seems like it won't come out quite natural... ))) here is the pic: anyone can try creating one from two paper stripes, bending them perpendicularly. Notice int forms you get when stretching the construction Thanx again
read 730 times 11/13/2008 7:08:48 AM (last edit: 11/13/2008 7:10:22 AM)
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mrgrotey |
That was remarkably difficult to work out, odd little shape that thing is. But I managed it in the end...
1. Make a square plane (with 1x1 segments), convert it to an editable poly, select an edge and move it upwards a bit (dont rotate the plane to simulate this stage, you need the top view to remain square)
2. Go into polygon mode, select the only poly, choose the rotate tool, hold down shift and rotate the poly 180° to clone it and choose 'clone to element' in the options.
3. using vertex snap move the poly up so the corner verts touch. Then right click and choose 'flip normals'.
4. Then weld the two touching verts to make the object a single element.
5. Go into element mode and clone the element up 3 times using vertex snap for accuracy. Then weld the touching verts like before.
[edit] Whoops missed a stage
5a. Go into edge mode and select alternate outside edges like the image below, then choose this scale option and right click the scale button to bring up the keyboard entry window, then enter 50 (%) in the z axis and hit enter. This will skew the polys like the image in stage 6 (minus the subdivision) forgot an image of the result sorry)
[/edit]
6. go into polygon mode, select all the polys and find 'tesselate' down the modify panel and click the small button next to it. In the window that pops up make sure the value is set to zero (0) and hit 'apply' TWICE. (this gives the polys a nice gradual curve rather than the triangular look it currently has.
7. Come out of polygon mode. Select your objectl and using the rotate tool and the shift button clone-rotate the element 90° round and choose 'copy'
8. Using vertex snap move the two object together so they meet.
9. you may notice that the corners are showing through, this is due to the hidden diagonal edge being in the wrong rotation, if you go into edge mode, click on 'turn' you can click on individual edges to spin them round (on both sets of objects) so each corner edge points into the coner rather than across it, see image below for what you should end up with.
I then scaled the two objects inwards in one axis to take the corners away from eachother so when I added a shell modifier to give them some thickness they didnt poke through the other sides. My max crashed on me before I could print screen some image of that part so sorry you'll have to work that one out yourself.
heres the final object I ended up with (the only thing I'd do differently if I did it again would be to chamfer 'bend' the edges so the bend isnt so sharp. this would be done immeditately before the tesselate stage)
hope it helps, that was fun to work out.
read 698 times 11/13/2008 8:45:56 AM (last edit: 11/13/2008 8:50:09 AM)
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