Author : jdvi


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Piflik's Avatar
Old (#951)
Not so hard actually...you'll see some pinching in my example, but thats ok, the original has it, too



Start with an 18 sided cylinder and scale down every second two edges in a loop to create the hexagonal cavity.

You can of course use a denser Cylinder as Base (make sure the amount of segments is dividable by 6) to reduce the pinching to a minimum.

Last edited by Piflik; 05-04-2010 at 08:18 AM..
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Tom Ellis's Avatar
Old (#952)
Awesome Piflik many thanks!

Easy when you know how I guess
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r_fletch_r's Avatar
Old (#953)
heres an alternate approach using splines. its quite nice because you can modify the shape very easily using the spline shapes at the bottom of the stack.

ignore the bit where i hit 'corner radius' that was a blunder
http://screencast.com/t/NDRmZjBmY
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Tom Ellis's Avatar
Old (#954)
Ah nice one r_fletch_r, I always forget the power of splines!

Another great technique, thank you!
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oXYnary's Avatar
Old (#955)
Quote:
Originally Posted by Cubik View Post
Yes, I think Perna and crazybutcher did something like that for max.

http://www.luxinia.de/index.php/ArtTools/3dsmax

Edge Straighten?
I dont think its the same idea? Am I misunderstanding the tool? See, I need the new edge to follow the exact distance from the original selected edge on both sides. Not based on distance average between to edges.

Hope this helps?

Idea: Want quad edges. Precise quad edges. Without out edge ringing and line distance guessing one loop at a time.

The tools in Max cannot accomplish.



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mdnick's Avatar
Old (#956)
hi , i just want to ask, about joining between 2 mesh which is cylinder and square part .
i need a good polygon connection , can someone tell me how ?
this is example of mine .
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diop's Avatar
Old (#957)
mdnick, just use a 12 side cylinder, then bridge the borders.


Last edited by diop; 05-08-2010 at 12:42 AM..
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mdnick's Avatar
Old (#958)
tq diop ,

actually that model i want to sculpt at mudbox , so i wondering if it's good for sculpting ?

any other kind of good jointing ?
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mdnick's Avatar
Old (#959)
hi , thnks diop ,
i just done do it , with properly way to told me ,
here the result

before turbosmooth
http://www.imagebam.com/image/b0baa079702906
after turbo smooth
http://www.imagebam.com/image/77e35579702900

and wondering if this good for sculpting?
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diop's Avatar
Old (#960)
Quote:
Originally Posted by mdnick View Post
hi , thnks diop ,
i just done do it , with properly way to told me ,
here the result

before turbosmooth
http://www.imagebam.com/image/b0baa079702906
after turbo smooth
http://www.imagebam.com/image/77e35579702900

and wondering if this good for sculpting?
Hi,
its ok, but for keeping that loop's distance constant from the cylinder's base, use the PolySplitRing script from here:
http://www.illusioncatalyst.com/ic_tools.php

Sorry but i cant help with sculpting...

Last edited by diop; 05-09-2010 at 01:17 AM..
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divi's Avatar
Old (#961)
http://www.3dtotal.com/forums_frames...surface_01.php

just in case anyone hasn't seen them. they are the reworked original ones and extended a bit.
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diop's Avatar
Old (#962)
Quote:
Originally Posted by divi View Post
http://www.3dtotal.com/forums_frames...surface_01.php

just in case anyone hasn't seen them. they are the reworked original ones and extended a bit.
Great! Thank You.
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Av7xrocker97's Avatar
Old (#963)
Just as a quick question who knows a little bit about modo but uses blender, how could you recreate modo's edge bevel?
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Mjolnir_Zero's Avatar
Old (#964)






Hey guys! Great thread here, thought I'd ask a bit of a question in this forum that I just asked over at cgsociety, sorry for being lazy but I'm just going to post the link to the thread that I started over there. I'm trying to recreate the exhaust manifold on the J-2 Rocket Engine. Let me know if you can think of a good way to do this, hopefully what I've been attempting isn't the best way to do it. Link follows...

http://forums.cgsociety.org/showthre...?f=25&t=885360

Last edited by Mjolnir_Zero; 05-25-2010 at 02:24 PM..
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r_fletch_r's Avatar
Old (#965)
could you post a picture of the actual interface? is there a flange or is it 1 piece of metal?

Last edited by r_fletch_r; 05-25-2010 at 05:20 PM..
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Mjolnir_Zero's Avatar
Old (#966)
hey fletch, yeah I had a couple reference pictures on the link to my other thread over at cgsociety, guess you didn't check it =P no matter... I went ahead and posted a couple of them. Also just so we're clear on this that exhaust manifold wraps 360 degrees around the booster, also there are two bends in the pipe at the T-Junction and what seems to be some sort of tapering (at least I think it is... that pipe is much larger in appearance than the one that wraps all the way around, hard to tell) look very closely at the image as it is very deceiving.
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JO420's Avatar
Old (#967)



The wing to the vought f4u corsair is giving me problems,the opening vent part at the front of the wing has a very subtle but specific shape,the landing gear opening area is at the point where the wing curves up and then i have to model the part where the wing folds up. The problem is making a good looking high poly wing with all these details modeled into them. The face that it curves make it a slight bit more difficult.
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Grimm_Wrecking's Avatar
Old (#968)
Mjolnir_Zero: Don't know if you've already moved on past this and figured it out, but heres my take on it.


JO420: Theres a couple of ways I'd approach it. (sorry maya terminology haven't gotten back into max enough yet, but it should be similar.)
First I'd model it flat and then group the pieces rotate the wing to the right angle to meet the body, then throw a bend modifier on it and set the low bound to 0 set the curvature to 1 and move the bend modifier to the right spot to where the wing bends. Adjust the high bound to like .25 or so so that it only bends the section of the wing that is actually bent, and then adjust the curvature so that its bent to the correct angle.
If that doesn't work then maybe this approach I use for pipe bends?

Model it flat and then cut it at the red lines, rotate/move the larger pieces to the appropriate spots then bend the cut section with a bend modifier and vert weld it back together. It can be a hassle the first couple of times you do it but its really fast once you get the process down.

Last edited by Grimm_Wrecking; 06-02-2010 at 01:07 PM..
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JO420's Avatar
Old (#969)
Thanks grim,ill give that a try
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NBLM's Avatar
Old (#970)
Hi, i struggle with this metal piece.

I tryed it with a clyinder(+30 sides) then i cut it with the sliceplane, delete the
unnecessary part and "bridge" the edges and add edge loops where i need them.
The problem is i get lots of triangles which messed up my subd model.

Anyone knows a better way?

thanks.
Attached Images
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JO420's Avatar
Old (#971)
I will be giving the wing another try tonight,the main problem i have is being able to model out the 3 main details and keeping the model nicely smoothed and quaded.if the landing gear had a much more simple shape i imagine i would never be posting but sadly it doesnt.

I can do the basic shape of the gear,the opening and the turbor super charger vent came out better but its making it look sharp when its subdivded is a bitch.
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Grimm_Wrecking's Avatar
Old (#972)


My quick and tired stab at it. Though I'm sure theres a better way, but less is more sometimes :P 8 sided cylinder.
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NBLM's Avatar
Old (#973)
Ok i got it. With my +30 sides cylinder :P,
but there is a pinching still visible.




thanks
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JO420's Avatar
Old (#974)




Thanks for the idea Grimm,after a few tries i think i finally go the wing down.






a few tiny little flaws but i dont think the normal map bake will pick them up
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Grimm_Wrecking's Avatar
Old (#975)
Quote:
Originally Posted by JO420 View Post
a few tiny little flaws but i dont think the normal map bake will pick them up
If it does, thats what photoshop is for , but yeah, np Bend / Lattice are pretty much my answer to everything when you can get away with it

Looks pretty good, but did you forget the flaps?
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