Take a snapshot of your path deformed object, then convert the snapshot to edit poly instead of the edit mesh it defaults to, then the path deform model can be placed in a hidden layer as a backup for later should you want to do similar again or a varient.
How cool is that! Thanks for sharing. For some reason I had a mental block for step 6>7, I only imagined that with extruded shapes like tubes or profile generated meshes. I guess Max bended me into thinking it is more limited than it is!
Cool, got to try that asap.
Anyone knows if its possible to project a spline on a curved shape in Max? A bypass would be proboleans, then extract spline, but maybe there is a better and faster technique.
Pior: Maybe TiM-Scripts "Conform" would do it, although I think that's only for EPoly meshes (but in that case you could just convert the spline into a set of edges, since Conform works based on vertices).
One thing I do when I need a spline on a surface is turn on Snapping and just have it snap to Face, then when you drawp your spline in a 3d View it acts very much like Maya's Live object.
hey tinman....i hope you don't mind, but, this thread has the potential to be very educative. so i'm wondering...how you handle your pathdeformations. for example, i've used the PDmodifier before, in the most basic sense ie: tubes and stuff. however, i find it difficult to get my object to deform along the same local tangent that my slpine is based on. does that make sense? am i outta line on posting this in your thread? am i typing too much because i just came from a xmas party that had chocolate martinis? if so, i totally apologize and will delete this post when i wake up tomorrow....hahahaha. cheers mate. i love your stuff.
By the way another way to get the cool tubes Tinman made:
1. Model shape
2. Select the edge loop you want to be the tubes.
3. Extract the edges using the create edge from selection button found in edge or border. works with e mesh as well
4. Select spline and go under it's rendering options and turn on renderable in viewports set on generate uvs if wanted collapse to epoly.
fritz, I'm not 100% sure I know what you're asking, but when my model isnt really facing the right way i usually have to either rotate the object or use the rotation value on the PD modifier.
Awesome stuff mate. Have started polishing up some of my non-organic modeling techniques, and this thread has definately been helpful. Cheers for sharing.
Replies
Always good to have a backup!
r.
Cool, got to try that asap.
Anyone knows if its possible to project a spline on a curved shape in Max? A bypass would be proboleans, then extract spline, but maybe there is a better and faster technique.
Sorry to minorly derail your thread, tinman
1. Model shape
2. Select the edge loop you want to be the tubes.
3. Extract the edges using the create edge from selection button found in edge or border. works with e mesh as well
4. Select spline and go under it's rendering options and turn on renderable in viewports set on generate uvs if wanted collapse to epoly.
Alex
Alex
BTW that is looking sweet!
Looking great man been watching, sweet mechanical modeling tinman.
Spark
www.bbriley.com
r.
maybe a podracer? :P
here it is, i'd -like- to call this done. As to what it is...it's kinda like a camera/turret that hangs from the ceiling.
Neo_God is basically suggesting that you 'tighten up the graphics a little bit'
invasive sentient camera
[/ QUOTE ]
Pretty sure thats the perfect name for it
Looks sweet man, if I ever set up my own lair I'll install a few of those for good measure.
low-poly & texture the mofo :P
Awesome use of unique shapes instead of a bunch of primitives cobbled together with inset + extrude. It's rare to see.
any chances to see wire shot of that turrel?
what is that?=) joke?