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Modeling Holes
show user profile  beezy
Hello Everyone!

Given that I highly trust this web sites users, I wanted your input on something.

When creating screw holes in objects do you think it's better to anchor the verts and have clean holes everywhere or just boolean than fix the geometry? Both ways seem to take time, just wondering which is more excepted...

read 632 times
9/30/2011 8:11:17 PM (last edit: 9/30/2011 8:11:17 PM)
show user profile  Nik Clark
Personally, I will do as much as possible to avoid using Boolean.

read 626 times
9/30/2011 8:21:30 PM (last edit: 9/30/2011 8:21:30 PM)
show user profile  mike_renouf
I like the method Grant Warwick shows in his Hard Surface Modelling tutorials. Drop in a circle spline and cut your geometry using the spline to snap your vertices in place. V good if you're using turbosmooth a lot.

read 616 times
9/30/2011 8:30:02 PM (last edit: 9/30/2011 8:30:02 PM)
show user profile  RedStar
I boolean all my round holes.
Trick to that is to first rotate your cylinder to match the angle of the base as much as possible.
Then boolean,
then fix.
Then Enjoy!
read 613 times
9/30/2011 8:37:13 PM (last edit: 9/30/2011 8:37:13 PM)
show user profile  mrgrotey
yeah but we've all seen you're topology and to be honest its pretty crap :)

[/end opposite mode]

read 601 times
9/30/2011 9:28:41 PM (last edit: 9/30/2011 9:28:41 PM)
show user profile  beezy
Thanks for the input guys, really cool.

I've tried the boolean method with pretty good results but never used the spline method in max, in Maya I used the project spline on surface tool, does max have anything like that?

read 586 times
10/1/2011 12:43:29 AM (last edit: 10/1/2011 12:43:29 AM)
show user profile  nm8r
The 3dsmax equivalent of the project spline in Maya would be under Compound Objects - ShapeMerge. You can F1 that. Like the Boolean or even ProBoolean method however it is a pretty down and dirty way of modeling. It has it's uses and can be pretty quick. If you're not animating the object then topology isn't as much of a concern.
If you want to model a clean, Turbo / Meshmoothed model with holes, I would suggest learning proper hard surface modeling techniques as mentioned above.
read 574 times
10/1/2011 2:32:24 AM (last edit: 10/1/2011 3:03:37 AM)
show user profile  beezy
mm8r, thanks for the input but I actually keep my topo clean mainly for modification purposes, so one can modify easier at a later date. Also texturing goes a lot smoother for me with the clean geo.

read 569 times
10/1/2011 3:12:50 AM (last edit: 10/1/2011 3:12:50 AM)
show user profile  Garp
Uber tutorial ahead!

Unable to display content. Adobe Flash is required.

read 566 times
10/1/2011 3:48:19 AM (last edit: 10/1/2011 3:48:19 AM)
show user profile  Mr_Stabby
i usually make a cylinder with the amount of edges that i can quad transition into it, attach and weld it up

read 559 times
10/1/2011 6:18:42 AM (last edit: 10/1/2011 6:18:42 AM)
show user profile  Joey Parker Jr.
I've heard them dudes using maya ain't got no vertex weld.

cant imagine that
sorry, off topic
 photo 2012-sig_small3_zpsbd114b69.png

read 555 times
10/1/2011 7:18:05 AM (last edit: 10/1/2011 7:18:05 AM)
show user profile  nm8r
Maya has - Merge vertex.
read 548 times
10/1/2011 7:59:00 AM (last edit: 10/1/2011 7:59:00 AM)
show user profile  beezy
Nice Garp, uber indeed. Just wanted to mention that if anyone's using 2011+, Graphite modeling tools has the Geopoly feature built in.

This should prove to be a very informative thread for 3D artists.

Thanks to all for your contributions!

read 488 times
10/3/2011 9:23:37 PM (last edit: 10/3/2011 9:23:37 PM)
show user profile  Nik Clark
The graphite tools are one of the best additions to Max in a long time.

read 484 times
10/3/2011 9:25:30 PM (last edit: 10/3/2011 9:25:30 PM)
show user profile  Westcoast13
Garp, what do you press in your video that makes the 'rounder' square. I'm not sure what happens there...

My Turbosquid Area

read 458 times
10/4/2011 12:24:51 PM (last edit: 10/4/2011 12:24:51 PM)
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