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modeling holes in metal
show user profile  deadrabit
heyya, i need to model a series of holes for a gun and exhaust pipe model, ala the following images

ive tried using a method of boolean subtraction. but this left some polies unremoved.

so i was wondering if you guys could help

so my questions are:
a) why does boolean subtraction leave some polies unremoved, how can i avoid this
b) an alternative method of doing this

thanks alot =]
D.R
read 1903 times
6/21/2007 2:14:32 PM (last edit: 6/21/2007 2:14:32 PM)
show user profile  Bolteon
boolean'ing anything is a bad idea in max. it sucks major polys.


just poly model it.

i'm certain someone will be along quickly to show you several types of ways to achieve the same look.



-Marko Mandaric


-------------------------------------------
. : m a r k o m a n d a r i c : .
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read 1895 times
6/21/2007 2:20:36 PM (last edit: 6/21/2007 2:20:36 PM)
show user profile  HappyDude2
Here's how I would do it:

1. create a rectangular spline plain, this is the barrel (imagine it unrolled into a flat surface)

2. create spline holes all over it where they should be

3. Be sure that the holes are ATTACHED to the spline rectangle. Do this either after you create them, or, do it while creating them by unchecking 'new shape' (or something like that).

4. Once all the holes are in place, throw an extrude on your rectangle/hole creation and extrude it a little bit to give some depth to the metal

5. Throw a bend modifier onto that bad-boy rectangle and bend it 360degrees on the proper axis.

Done. :)

I hope that helps!

Note: you may need to add segments for the bend to be smooth.




read 1891 times
6/21/2007 2:26:04 PM (last edit: 6/21/2007 2:26:04 PM)
show user profile  mrgrotey
Yeah i tried the spline method but couldnt get it to come out too clean, but this way comes out flawless.

you will need to chamfer the appropriate edges to get sharp edge obviously

[edit] also you will need two iterations in the smoothing modifier for the holes to be completely round


read 1887 times
6/21/2007 2:34:46 PM (last edit: 6/21/2007 2:37:02 PM)
show user profile  graphix72
Yeah, that's an excellent way to do it high-poly.

There's also an easy way to do it low-poly, as I did on the exhaust manifold of a big truck recently. Take a cylinder, map it with a 2-sided material, and put the holes in the opacity map. Drop an instance of the opacity map into the specular level map. It renders fast and keeps your poly count low.

But if you get too close, you'll see that the material has no thickness. So use it only on objects where a closeup shot is not required.


read 1864 times
6/21/2007 3:11:31 PM (last edit: 6/21/2007 3:11:31 PM)
show user profile  MrPumpernickel
Excuses for bringing up an old thread, but it was linked from a new thread...

The method above seem to have a few unnecessary steps. I'd just create a cylinder with the proper height segments that is the size of the barrel, convert to editable poly, remove top, bottom and the holes where need be, slap a shell mod and then meshsmooth. I think it'd be easier to visualize how many holes you'd need than the above method.


Photoblög | Artblög | Selfblög

read 1496 times
4/5/2008 8:54:58 AM (last edit: 4/5/2008 8:54:58 AM)
show user profile  Sir_Manfred
Im with Pumpernagel



Marrry Xmas, me hearties!
http://www.Freds3D.com

read 1491 times
4/5/2008 8:58:56 AM (last edit: 4/5/2008 8:58:56 AM)
show user profile  moonraker808
Thanks grotey I had been wondering how to do that myself!

read 1456 times
4/5/2008 12:52:00 PM (last edit: 4/5/2008 12:52:00 PM)
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