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Modeling a Halbred Blade - Advice Needed
show user profile  lallous
Hello everyone,

I am trying to model a Halbred using this reference picture (

I am interested in knowing how you guys here would approach modeling the blade.

I tried 2 methods:
* Using splines to trace the edges but that didnt work out well.
* Used box modeling techniqie which gave me a better output and allowed me to control the edges much better than splines.

Here is how it looked at the end:

Thank you in advance,
read 577 times
1/11/2012 9:16:00 PM (last edit: 1/11/2012 9:16:00 PM)
show user profile  ScotlandDave
Either method although personally i`d use box modelling.

Similar to what you`ve done really, but try and have some uniformity across the mesh and don`t be scared to scrap it and try again!

Are you going to apply meshsmooth/turbosmooth at some point?

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read 571 times
1/11/2012 9:21:19 PM (last edit: 1/11/2012 9:21:19 PM)
show user profile  LionDebt
You're almost there. Since you haven't really told us what it was for, I'm presuming a game. But, on the off chance that it is for realism you've overlooked some details.

read 549 times
1/12/2012 1:28:17 AM (last edit: 1/12/2012 1:28:17 AM)
show user profile  K-tonne
avoid ngons
embrace the quad
not the bike, the four sided polygon

Website and Portfolio

read 546 times
1/12/2012 1:35:59 AM (last edit: 1/12/2012 1:35:59 AM)
show user profile  lallous
Thank you very much for the replies:

@ScotlandDave: Yes I am going to apply Turbosmooth later on but the geometry doesn't look well. The front blade is a mess, I shouldn't have extruded the central part of it.

@Lion: The purpose is for me practicing modeling :), I'm trying to get the hang of modeling sharp edges. Yes this is not the final render and I still have a lot to do. Thank you for elaborating on how I can achieve the extra missing details. ( lol @ squak ;) ).
Regarding the green section: what is the best way to make it appear as a single mesh?

@K-tonne: I am trying to divide all ngons into either quads or triangles. I'll see how much I can still fix.
read 520 times
1/12/2012 12:59:18 PM (last edit: 1/12/2012 1:04:17 PM)
show user profile  Setherial
just put a box over the blade, subdivide a lot of times, align verteces to match the shape of the blade and you end up with a nicly failry even spaced poly grid (all quads) ready for mapping with a bump/displacement map?

read 511 times
1/12/2012 1:37:10 PM (last edit: 1/12/2012 1:37:10 PM)
show user profile  Dave
Seth, have you gone mad!?

Pushing verts around from a heavily subdivided box? That goes against the #1 rule! Less is more!

"I flew over Egypt once"

read 506 times
1/12/2012 1:50:40 PM (last edit: 1/12/2012 1:50:40 PM)
show user profile  jamesadam432
is this editing for a game image? ?

Modeling Agnency
Modeling Agnency in CA
read 491 times
1/12/2012 3:07:43 PM (last edit: 1/12/2012 3:10:56 PM)
show user profile  lallous
No not for use by any game. It's just for practicing purposes.
read 480 times
1/12/2012 3:54:26 PM (last edit: 1/12/2012 3:54:26 PM)
show user profile  Garp
This is just an example of how it can be done, by no mean the way to do it.
(I had to rush it a little to keep it under the 5 min limit for Jing)

Unable to display content. Adobe Flash is required.

The trick is to have a rather clear idea of the final topology, then use the tools at hand to get there.

read 458 times
1/13/2012 1:00:14 AM (last edit: 1/13/2012 1:00:14 AM)
show user profile  ScotlandDave
Holy shit i just got an amazing idea for this site..

How about a `that was really fucking helpful thanks` button, for building up kudos in the usefulness department. Other sites have it and it`s a pretty nice feature.. Only thing is guys like yourself Garp and Grotey would be at the top of a steep hill and the rest of us mortals would be at the bottom :)

It could get messy as people feel obliged to click `thanks` on every piece of advice they get but i think valuable posts would be voted on so-to-speak by a large number of people..

Website | Blog | Contact | Vimeo

read 449 times
1/13/2012 1:30:11 AM (last edit: 1/13/2012 1:30:11 AM)
show user profile  Dave
Oh snap, that -100 on the scale transform is a great little tip for mirroring elements without having to detach.

"I flew over Egypt once"

read 444 times
1/13/2012 1:37:01 AM (last edit: 1/13/2012 1:37:01 AM)
show user profile  Garp
I used to have a tiny macro to do the scale and flip in one go.
But I've lost it :\

@ ScotlandDave: spoon bribing time?

read 438 times
1/13/2012 2:00:16 AM (last edit: 1/13/2012 2:02:12 AM)
show user profile  lallous
@ Garp: Thank you so much for taking the time to put that video. Extremely helpful and I liked the approach. Its amazing how many ways you can find to accomplish a model.Thanks again.
read 423 times
1/13/2012 11:30:22 AM (last edit: 1/13/2012 11:30:22 AM)
show user profile  lallous
I think it looks much better now. What do you guys think. Both pictures are with Turbosmooth on.

read 399 times
1/14/2012 12:02:08 PM (last edit: 1/14/2012 12:21:56 PM)
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