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Connecting Objects in 3ds Max.

Not sure if this is the right place within the forum to post this, I have been a lurker here for quite some time - looking at people's brilliant 3D art and taking tips on the way. I'v been teaching myself 3Ds Max and 3D modelling since about September. 

One thing I struggle with is complex shapes. Iv created these two pillar like object to be part of a detail on a building. 

But in real life, from the building I'm basing it on, they have these circular bits at the top as seen below (best picture I could find of them)


I'm not to sure how I would create them and incorporate them into the pillar bases? I'v tried using the ProBooleen tool which just seems to create some horrible topology. Knowing this would also be usual for future attempts in modeling complex shapes, could anybody give me any hints and tips on good methods for complex shapes? 

Thanks, sorry if this is in the wrong thread. My first time posting after lurking for a while. 

Replies

  • musashidan
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    musashidan high dynamic range
    Here's a  vid tut I made a while back. It shows edge-modeling(extrusion) techniques for complex geometry like the capital of your pillar.
    although these days I'd sculpt these kinds of shapes in Zbrush and retop, it's still a very valuable modeling method:
    https://www.youtube.com/watch?v=r1XM4u-KJJw

  • JDavison16
    Thank you Musashidan, I shall have a look :smiley: 
  • Mark Dygert
    That's a good technique but also keep in mind that there are natural breaks in all kinds of objects. For example, the head/capital/volute of the collum is usually a separate piece and sometimes its easier if you just treat them as separate objects, especially when you're modeling high poly details. You could spend a lot of effort getting topology to flow properly, or you can create a separate model, which all bakes down the same, if not better.

    Your low poly doesn't necessarily need to be separate pieces but the topology on a low poly model is easier to join together.

    So look for the natural breaks between objects and look for places that would make a good spot to separate them even if they aren't two physically separate objects.
  • musashidan
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    musashidan high dynamic range
    That's a good technique but also keep in mind that there are natural breaks in all kinds of objects. For example, the head/capital/volute of the collum is usually a separate piece and sometimes its easier if you just treat them as separate objects, especially when you're modeling high poly details. You could spend a lot of effort getting topology to flow properly, or you can create a separate model, which all bakes down the same, if not better.

    Your low poly doesn't necessarily need to be separate pieces but the topology on a low poly model is easier to join together.

    So look for the natural breaks between objects and look for places that would make a good spot to separate them even if they aren't two physically separate objects.


    This would certainly be my advice also. My own personal philosophy is to model things as they would be constructed/assembled in the real world. This is advantageous for several reasons: more realistic; easier to manage and model the topology,(non-contiguous sub-D models are WAY easier to work with) parts can be added to a library for later use(kitbashing), having different objects(subtools) in Zbrush allows for much easier management and higher polycounts.

    And also, this will alleviate distress about modeling complex shapes as you learn to break down the forms and model piece by piece, rather than being overwhelmed by the seeming complexity.

  • JDavison16
    Thanks for the advice, I'll certainly take them on-board  :smile: 
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