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Rattan again
show user profile  sheheryar_noor

I am trying to model this rattan
. I did something like this
but the holes are not octagonal shape, which are in the reference image.
read 543 times
9/3/2016 10:18:20 PM (last edit: 9/3/2016 10:18:20 PM)
show user profile  ccampbell
Attention to detail. Try again.

$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};

read 534 times
9/3/2016 11:05:08 PM (last edit: 9/3/2016 11:05:08 PM)
show user profile  LionDebt
^ +1.

Look at your reference photo for a minute.

There are clearly six ribbon/material things.

Two going up/down.

Two going left/right.

Two going diagonally up/down.

What you've created is:

Two ribbons, going left/right and up/down.

Then you've spaced these ribbons (incorrectly, when compared to your reference photo).

Lastly, you cloned and rotated it.

This is why your result != your reference.

read 525 times
9/4/2016 1:52:46 AM (last edit: 9/4/2016 1:52:46 AM)
show user profile  S. Silard

cout<<"Good job!";
cout<<"You Fucked It Up";

Output: You Fucked It Up

Congrats, you found my signature.

read 518 times
9/4/2016 3:49:37 AM (last edit: 9/4/2016 3:49:37 AM)
show user profile  Garp
> There are clearly six ribbon/material things.

I count 8.

read 511 times
9/4/2016 4:23:52 AM (last edit: 9/4/2016 4:23:52 AM)
show user profile  FX
If the holes are octagonal, start with an octagonal hole and build from there.

eight sided cylinder, create shape from edge, visible in view-port, break verts, drag verts...done.

edit: or use one of these and modify the resulting mesh:

edit2: looks like you already have...your just being lazy.

read 492 times
9/4/2016 10:04:32 AM (last edit: 9/4/2016 10:14:23 AM)
show user profile  jpedleham
looks like a great candidate for a normal map.
read 471 times
9/4/2016 12:32:20 PM (last edit: 9/4/2016 12:32:20 PM)
show user profile  jpedleham
Or just model this once and tile it

read 469 times
9/4/2016 12:35:56 PM (last edit: 9/4/2016 12:35:56 PM)
show user profile  FX
Viscorbel did a great tut modelling weave patterns for z-depth, can't seem to find it.
read 463 times
9/4/2016 1:05:07 PM (last edit: 9/4/2016 1:05:07 PM)
show user profile  sheheryar_noor
Thank everyone specially FX and Jped. I realized that the gap between ribbons change the shape much.
read 423 times
9/5/2016 10:58:41 AM (last edit: 9/5/2016 10:58:41 AM)
show user profile  sheheryar_noor
Practice practice and practice that's what makes you perfect.

It is not welded, some more tweaking required. Thanks to everyone.

I have the Viscorbel's tutorial which you are talking about@FX, but i wanted model it. I thought garp will have magic lamp again for something like this :P

I would try it on one another way which i think fx posted before for me for weavy pattern and the method is below.

1) Create a box with an even number of length and with segs and an odd number of height segs
2) Delete the top and bottom faces
3) Detach every other row of faces to element (from top to bottom)
4) Select a corner edge of every odd row and an edge next to the corner one of every even row
5) Use dot ring in Graphite to select every other edge
6) Move the edges along the local z axis as needed
7) Apply a 2x2 FFD modifier, select the four upper vertices and scale as needed
8) Apply a shell modifier
9) Turbo Smooth

read 399 times
9/5/2016 10:23:28 PM (last edit: 9/5/2016 10:23:28 PM)
show user profile  sheheryar_noor
Model available for free download.
read 369 times
9/6/2016 11:48:28 AM (last edit: 9/6/2016 11:49:14 AM)
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