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Modelling a Skateboard Deck
show user profile  danw76
Hello

Can anyone help with suggesting the best modelling technique for creating a Skateboad Deck (just the wooden part)? I would attach an image if I knew how, but instead here's a link.
http://www.alibaba.com/product-free/108478932/Canadian_Maple_skateboard_deck.html

Looking at a skate deck closely you'll notice some quite organic shaped concaves along the mid section and a nose and tail which may also have slight concaves.

I have about 4 years experience using 3ds max in architecture, so only competent in very geometric modelling. I assume that learning nurbs would be the way forward, but that is just a guess. Any ideas? Thanks.

Dan
read 598 times
9/21/2011 12:15:19 AM (last edit: 9/21/2011 12:15:19 AM)
show user profile  Sylverstalker
Sorry, I can't look at your link because I have pre-historic internet at my house for 3/4 weeks a month. But if I'm not mistaken you should be able to do what I'm imagining that you are trying to do by just sub-division modeling.




read 582 times
9/21/2011 1:01:08 AM (last edit: 9/21/2011 1:01:08 AM)
show user profile  Manolo
Poly model it. Good excercise, and an easy one too.

Cheers,

Manolo
read 573 times
9/21/2011 1:41:02 AM (last edit: 9/21/2011 1:41:02 AM)
show user profile  StevegeK
Get a (used) deck, look at it, study it. I got 3 of them here. :-) If you see the "logic" then it's easy. And look for a vid how they're made, how they're bend etc.

Good luck!



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read 561 times
9/21/2011 3:00:18 AM (last edit: 9/21/2011 3:00:18 AM)
show user profile  mrgrotey
Made this years back, could be useful


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 541 times
9/21/2011 10:13:35 AM (last edit: 9/21/2011 10:13:35 AM)
show user profile  vladdddd
rly nice mr grotey :)))) loving step 7 :D

now here is how a noob would do it: poly model it as Manolo said, mb use bend modifier to get nice curves at the ends, and i'd use soft selection to play with the sides of the board and bring them up a bit just like in your image - turbo smooth and there u go i guess :)

step 7. thank mr. grotey


read 536 times
9/21/2011 10:27:36 AM (last edit: 9/21/2011 10:27:36 AM)
show user profile  danw76
Thanks Mr Grotey, that's excellent advice - it'll be a lot easier than I had thought. Thanks everyone else for your suggestions as well.

Dan
read 519 times
9/21/2011 2:35:08 PM (last edit: 9/21/2011 2:35:08 PM)
show user profile  Sylverstalker
Lol, I thought danw76 was trying to model the dips that the screws make. My bad. As usual Grotey's got the answer.




read 518 times
9/21/2011 2:40:05 PM (last edit: 9/21/2011 2:40:56 PM)
show user profile  Dave
Groteys method is fine for a simple deck, but you do mention the likes of concaves and curvatures. They are actually beautifully crafted objects. So bear in mind that they're not just a flat plank with two bendy bits at the ends.

"I flew over Egypt once"

read 512 times
9/21/2011 2:59:24 PM (last edit: 9/21/2011 2:59:24 PM)
show user profile  mrgrotey
pff it's just plank of wood ffs

:p




read 498 times
9/21/2011 4:53:58 PM (last edit: 9/21/2011 4:53:58 PM)
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