Maybe like so: http://dl.dropbox.com/u/1114083/knob.obj Not the best thing on earth, but it should get the job done. You could also try to use a cylinder with many sides,cylinder with 6 sides, use pro boolean and do a cleanup.
It still needs some optimizing, but should give you one, of many, ways. Clockwise from top left: 1. spline 2. renderable spline converted to mesh 3. delete some edges and caps 4. extrude and refine 5. symmetry 6. smooth
Start with a quadsphere bro. Max unfortunately does not have it as a standard primitive so you have to make it by starting with a 6 faced cube then add these modifiers: meshsmooth spheriphy meshsmooth spheriphy make sure to top it off with no less than two Edit Poly modifiers to be sure though.
Thank you but already been answered. But here is another one. I decided to model this (for practicing sub-d.) How i tried to model the base: 1. (: 2. 3. 4. Divide on the segments seen here 5. Interpolation on 0 to get a low poly base mesh for sub-d. 6. And the result. The black one is the failed subdivided poly, the white…
Hey guys, i have a problem, i can't figure out how to model this "knob" thingy at the sword. If you look from below you can see its a cylinder with 6 sides but it is round where it connects with the handle. Also those arc's on each side are very hard to figure out for me.
Just dropping a quick word here, add more geo yes, it might be the sollution here and there. But remenber that a clean mesh is always easier to work with. Remenber the bare basics, a cube tessellates into a sphere, and all you need is 6 faces, same concept applies for all round shapes you'd wanna model. (mostly) Just…
Not so hard actually...you'll see some pinching in my example, but thats ok, the original has it, too :poly121: 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)…
This is also a perfect example of what kind of accuracy is necessary, and what is good enough. Trying to be perfectly accurate is going to be a time sink. @perna I didn't mean to troll, I'm just saying on that step 6 image, the refence image has a much flatter seat and back part, it isn't really rounded like that. But in…
You could try taking the cap of a cylinder with x # of edges that you want, usually 6 is good. inset the cap, and then bridge edges. I think thats what its called in max anyways. Inset on a curved surface. I do the same thing for complex surfaces, just requires more adjustment of verts and edges to make it fit. Its not…
Hi, I'm not too clear on getting the proper shape transition. I'm sharing my attempts and problems I found, please have a look at them. I started of with quarter of 24 sides cylinder(6 sides) as I found easier to manipulate the overall shape but I was getting pinching or sharp edges. I believe I have to start with a higher…