| Modeling with symmetry - adding vertices |
thekeyboardbum |
Here are some pictures
http://www.turbosquid.com/FullPreview/Index.cfm/ID/360078 http://www.turbosquid.com/FullPreview/Index.cfm/ID/239396
Basically im trying to model the tail of the skateboard right now. Right at the end of the tail it basically dips down a bit and levels out. Sorry about not being clear =|
read 974 times 7/21/2007 3:00:10 PM (last edit: 7/21/2007 3:00:10 PM)
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ea6b607 |
look up some stuff on snaps for adding the verticies then use soft selection to align them in the "dip"
--------------------------------------------------------------------------- "Trying is the first step towards failure." -Homer J Simpson-
read 961 times 7/21/2007 7:15:59 PM (last edit: 7/21/2007 7:16:10 PM)
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thekeyboardbum |
Ok i got the outline finished and whatnot but i have run in to a problem, when i try to extrude the plane's face it dosen't cap the end and the normal extrude modifier is not listed in the modifier list. Is there any way to get around this or am i going to have to copy the edge, rotate, and weld each vertex?
read 950 times 7/21/2007 9:18:52 PM (last edit: 7/21/2007 9:18:52 PM)
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K'tonne |
border mode- cap

read 935 times 7/21/2007 9:59:31 PM (last edit: 7/21/2007 9:59:31 PM)
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thekeyboardbum |
Hm =/ idk why i can't make a simple skateboard deck. Could someone make a simple tutorial or just make it for me? I'm trying to make a skateboard mod for hl2 and i'm a coder who lacks artistic ability haha
read 929 times 7/21/2007 10:22:42 PM (last edit: 7/22/2007 12:11:09 AM)
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s33us00n |
lol mate=)) Try the tutorials in max about shapes and geometry. They are useful and you'll like them
---------------------------------------- Using 3ds max 2008 32bit
read 905 times 7/22/2007 1:56:10 AM (last edit: 7/22/2007 1:56:10 AM)
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mrgrotey |
Mate if you can yet dot eh simplest part of the skateboard (the deck) how do you realistically expect to do complex shapes like the trucks?
Buuut....i feeling helpful this morning so here ya go, your very own tut.
Step 1. Create a plane 5 x 1 segments
Step 2. Move the verts up to the end on the plane
Step 3. Scale in the ends to create the desired curve
Step 4. go to a side view and move the verts up to create the curved ends (see inset)
Step 5. add a meshsmooth modifier to smooth it out (uncheck 'isoline display' to show you how dense the mesh is getting because iterations values of over 2 will make the model very poly-heavy, i used '1' here)
Step 6. add a shell modifier to give the bord thickness
Step 7. thank mrgrotey :p
read 900 times 7/22/2007 2:53:08 AM (last edit: 7/22/2007 2:53:08 AM)
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thekeyboardbum |
...........a lot simpler then what i was trying to do haha im sorry for being such a nub haha *edit* oh yeah thanks! haha
read 897 times 7/22/2007 2:57:22 AM (last edit: 7/22/2007 3:12:10 AM)
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