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the proper way of cutting a hole into the side of a cylinder?
show user profile  aniworld
Hi im struggling to cut a hole into the side of a cylinder without it looking really messy??

i have tried using the boolean and pro boolean but after applying a turbosmooth it ends up really messy?

is there an easier way of doing it?
read 2903 times
12/11/2011 7:55:55 PM (last edit: 12/11/2011 7:56:27 PM)
show user profile  mrgrotey
Try this

http://www.screencast.com/t/NXV5r7jtd





read 2881 times
12/11/2011 9:00:47 PM (last edit: 12/11/2011 9:00:47 PM)
show user profile  aniworld
Hi thanx again MrGrotey, this looks more like what i need to do but i failed to mention that the hole needs to be a perfect circle. and that it doesn't fit nicely into my already existing polygons which i think is my main issue and why i am struggling so much.

heres a snap of my view port:

I should mention that the mesh is transparent at the mo. so that i can see the layout behind

I was planning on putting a turbo smooth on top of the mesh for renders, but i tried putting in some extra horizontal lines in but this caused issues in the render.

It is still early stages and maybe worth re-modelling?
read 2876 times
12/11/2011 9:17:35 PM (last edit: 12/11/2011 9:21:26 PM)
show user profile  DannyMax
why not use shape merge ? I use it all the tme and 9 times out of ten its fine :)




read 2857 times
12/11/2011 10:30:51 PM (last edit: 12/11/2011 10:30:51 PM)
show user profile  Krogoth
http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/3d_cg_vfx_3dsmax_autodesk_modeling_subdivision_vehicle_semi_truck_rig_ben_tate-2/

Scroll down and watch part 3 starting at 10 minutes.

He shows how to cut a hole into a cylindrical object.
read 2855 times
12/11/2011 10:36:04 PM (last edit: 12/11/2011 10:36:04 PM)
show user profile  aniworld
thanx for the replies, i really liked the tut Krogoth found!

here's what i have at the moment, it seems to render ok with turbosmoth applied but im not sure what to do with the horizontal verts on each side? any advice?

i have tried cutting from the end vert to the corners creating three triangles which mess up the turbosmooth and adding another horizontal line also messes with the turbosmooth?

but i did do this before reading the above comments and might have another go at it?
read 2847 times
12/11/2011 11:22:44 PM (last edit: 12/11/2011 11:28:41 PM)
show user profile  mrgrotey
You need to choose a circle/cylinder that will match/suit the amount of faces your target object has. The fact the you have that problem there means that that wasn't done. Remove the hole and choose a different amount of sides.




read 2842 times
12/11/2011 11:27:52 PM (last edit: 12/11/2011 11:27:52 PM)
show user profile  digital3ds
Like mrgrotey said, equal faces = a cirlce. However many faces your hole will be, u want an equal number of verts on the "cyl to be cut". this is just my preferred method

http://s1125.photobucket.com/albums/l591/digital3ds/?action=view¤t=cyl3.mp4

- Mike Sawicki




read 2821 times
12/12/2011 3:19:58 AM (last edit: 12/12/2011 3:19:58 AM)
show user profile  aniworld
Thanx for the advice guys! much appreshiated :)

I really liked your tutorial digital3ds :)

cheers :)
read 2801 times
12/12/2011 5:08:09 PM (last edit: 12/12/2011 5:08:09 PM)
show user profile  aniworld
Hi i am still having some issues here any suggestions?

i have tried many different ways of connecting between the two circles but they always cause issues in the render after applying turbosmooth??

this is probably my best attempt so far

how should it be done?
read 2697 times
12/30/2011 8:06:10 PM (last edit: 12/30/2011 8:06:45 PM)
show user profile  K-tonne
tri's are the problem here- try this solution:


might need to adjust the new edges to preserve the curve

Website and Portfolio

read 2689 times
12/30/2011 8:13:21 PM (last edit: 12/30/2011 8:13:21 PM)
show user profile  herfst1
I found that "create spine from selection" (selecting the edge of the cylinder's circle) should fix this. As, when they're both turbosmoothed (or not) it should create a perfect fit - but it might mean re-creating the "bit." I used this technique to re-create the doors and boot and bonnet for my AC Ace and found it quicker in the long run than trying to match the edges through trial and error.
read 2681 times
12/30/2011 8:45:40 PM (last edit: 12/30/2011 8:47:22 PM)
show user profile  aniworld
That is much better K-tonne thank you.

I'd be interested to hear more about your method herfst1 it souds interesting but i cant find the "create spline from selection" feature anywhere?
currently the model is an editable poly. but it was originaly a spline which i used the lathe tool to make it into a cylinder and then converted into an editable poly so that i could model the holes into it using digital3ds's method above.

how would you do the above?
read 2672 times
12/30/2011 8:59:40 PM (last edit: 12/30/2011 8:59:40 PM)
show user profile  herfst1
I won't make excuses for the poor poly-modeling. Oh, and I meant, "Create Shape from Selection."
Pretend it's a perfect circle on a cylinder.
Don't choose smooth.
Extruding a spline is the easiest way to convert it to a poly.
Pretend it's a perfectly lathed nub. It's really not hard to emulate what you've already got. Also make sure you add enough connection lines so that the mesh doesn't warp.
Bingo, no seams.

read 2650 times
12/30/2011 10:21:59 PM (last edit: 12/31/2011 6:40:27 PM)
show user profile  horizon
No cylinder either...
Problem was the crease in the cylinder, not matching the hole and the knob :P


read 2631 times
12/31/2011 3:19:03 AM (last edit: 12/31/2011 3:19:03 AM)
 
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