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Thread for my questions
show user profile  PnG
Okay so i am struggling on getting over my level of modeling in 3ds max.

I use tutorial websites for modeling and am self taught other than what they have shown me through trial and error.

However i am now trying to improve my skills in 3ds max in my spare time.

I grabbed some blue prints for a random weapon and started box modeling (the only way i know how) and made a basic blocky gun. I am now stuck as to what i need to do to clean the thing up or if i am going at this the wrong way all together.

Here are the images

My main problems are with things that need to be smoothed. If its a square or a simple angle i can do them fine. But once a model needs a box with say 3 different curves im getting stuck on how to do it.

Would be greatfull for any help and i will continue posting my questions in this thread as to not fill up the forum with silly stuff.
read 1031 times
2/17/2011 2:26:17 AM (last edit: 2/17/2011 2:27:51 AM)
show user profile  markoid
You probably need to be clearer with your question... saying 'a box with say 3 different curves' could mean anything. Better to post a pic of what you want if you have refs, and what you have already, which you have done :)

Smoothing is a achieved with various sizes of chamfers on the edges of the part you want chamfered, and/or smoothing groups.

read 1018 times
2/17/2011 2:46:41 AM (last edit: 2/17/2011 2:46:41 AM)
show user profile  PnG
Sorry for not being very clear im not sure of all the terms used for 3ds max yet.

Basically if you can see the handle of the gun all i have done is made a box with 5 sides high and 5 wide. Converted to an editable poly and then made the shape of the handle, and then added a turbo smooth. Is that the way i should do it or is there a preffered way of modeling other than box modeling.

The way ive grasped box modeling from the tutorials ive seen is that its more of a 'lower quality' type of modeling.
read 1012 times
2/17/2011 2:50:56 AM (last edit: 2/17/2011 2:50:56 AM)
show user profile  9krausec
Well it's all preference actually. If you are modeling something like a Borg cube or something else that has a very predominant geometrical shape (primitive) it makes sense to start off with a primitive (box, sphere, whatever) and build from there.

If you have a more complex geometrical structure than plane modeling would give you more control (in my opinion anyways)..

Some people model from primitives (box modeling) some model from spline modeling and some plane modeling. It is all up to what you are modeling and you personal preference. No type of modeling is better than the other, some can be more efficient, but the same output can technically be accomplished by each form.

- Portfolio-

read 1003 times
2/17/2011 3:08:45 AM (last edit: 2/17/2011 3:08:45 AM)
show user profile  ceeejay
Hi png,

I'm not a very accomplised maxer myself, but was in a similar postion to what you find yourelf
in recently.

First off, nothing wrong with box modelling, particularly if what you are making is box like.

As mentioned by Markoid, smoothing groups are a great way to control the hardness of the
edges on your model. If you assign one smoothing group to your entire model then max will
try to naturally smooth all contected faces, which means no real hard edges. If though,for example you have two sets of faces on either side of an edge and they have different smoothing groups then max will not smooth them together resulting in a hard edge.

I think thats the basic idea anyway.

I was confused by smoothing groups at first but after a few youtube vids and a bit of practice
it all became clear.

If you have used meshsmooth/turbosmooth there is an option to then select and an edge and
adjust the sharpness of it. I cant remember what it is called off the top of my head though, it appears in the options on your right after you apply meshsmooth.
read 996 times
2/17/2011 3:18:39 AM (last edit: 2/17/2011 3:21:19 AM)
show user profile  markoid
Nothing wrong with box modelling.. especially in this case, as the shape of the handle is basically a box. Polygons are polygons and it matters not how you make them

Here's a pic that Grotey made to demonstrate the various effects of chamfers

read 994 times
2/17/2011 3:19:50 AM (last edit: 2/17/2011 3:19:50 AM)
show user profile  PnG
Thanks for all the replys so far.Ill keep watching the tutorials and I will have another go tomorrow as its getting late now.
read 992 times
2/17/2011 3:21:11 AM (last edit: 2/17/2011 3:21:11 AM)
show user profile  Garp
For subdivs modeling, look at Grant Warwick's tutorial:
One of the best tuts around for hard surfaces.

read 970 times
2/17/2011 10:22:04 AM (last edit: 2/17/2011 10:22:04 AM)
show user profile  PnG
That is what i have been looking for! Thanks so much.

I have been looking for a tutorial explaining the basic tools to model with all in one video
read 956 times
2/17/2011 6:44:44 PM (last edit: 2/17/2011 6:44:44 PM)
show user profile  PnG
Okay i am trying to re do my model but this time using the way Grant is in the tutorial. I have tried a few shapes and messed with planes. But when i try to bridge a gap on my handle instead of doing it the way it does in the video i get this.

Selecting 2 adjacent edges and trying to bridge i get this.

Looping the edges as shown in the video results in this

This tutorial is amazing.. im just wondering are there any base settings for max that i may have to change so i am working with the same setup as this guy?
read 938 times
2/17/2011 11:28:52 PM (last edit: 2/17/2011 11:29:49 PM)
show user profile  mrgrotey
Its because the normals of the right hand element are facing the wrong way, so...

element level-->select right hand element in that picture-->right click-->flip normals

read 933 times
2/17/2011 11:32:36 PM (last edit: 2/17/2011 11:32:36 PM)
show user profile  Davious
beaten by the grote again ...

what he said ^^^

" Difficult, yes. Impossible , no..."
read 931 times
2/17/2011 11:33:35 PM (last edit: 2/17/2011 11:33:35 PM)
show user profile  PnG
Okay so i did it another way on the handle i grabbed the whole outline of the object and extruded (shift dragged) to the correct size. Then did a bridge on the back of it and it worked fine. I then applied a chamfer to the sides i wanted to keep solid and a lesser chamfer to the one i wanted to keep more curvy and smooth.

Ended up with this

Can you guys see any major problems with this that i am overlooking from your experianced POV? Here is a wireframe view of it

My next problem is the top and bottom of the mag for the weapon. The first try ended up in a cluster of odd patterns and weird mesh errors because of the shape at the top.

From the tutorial i can't see a way i can go about sorting the top of the mag out. The groove has to go to the top according to the reference but im not sure how i can go about extruding up there to make a top for it because of the weird shape it will make

Here is the mag with the sides joined to make the box

Im guessing i should make the basic box first.. and then add the detail in after it is made?
Sorry if these questions seem stupid or if i ask something and then i figure it out .. im not trying to waste your time

read 922 times
2/18/2011 12:09:19 AM (last edit: 2/18/2011 12:16:17 AM)
show user profile  PnG
Another quick question. How would i go about joining the handle to the main part of the gun once both parts are made?
read 909 times
2/18/2011 1:24:24 AM (last edit: 2/18/2011 1:24:24 AM)
show user profile  PnG
Any help guys?
read 878 times
2/20/2011 9:53:56 PM (last edit: 2/20/2011 9:53:56 PM)
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