Here's how I did it: (in blender though, should be similar to max) 1) Added a path and gave it that shape. Then I rotated it 45 degrees. I also set the thickness and roundness to whatever I liked. 2) Elevated the middle part. 3) Added an array modifier to get a long wire. 4) Added another array modifier to add more wires.…
The idea itself isn´t that bad, but the geometry isn´t good enough to hold the form of the holes.Therefore you get these weird lumpy holes. Like said many times before ADD MORE GEO :P I made an example which does it´s job: If you have max 2010(or higher) you can take a look at it directly:…
Nothing to crazy here are the steps. 1) Build the large shape without the grooves. 2) Cut in a single cut of the size you want. Make sure that the face remains planner when you push the groove in. 3) Clean up the cut out geometry and add support loops for the sub-d 4) Duplicate over as many times as you need, combine,…
You needed more sides for that cylinder. basically here's what I did. 1. Created a cylinder and I knew there are 6 of those little (gap) details so the number of sides for the cylinder would have been 6x. but didn't know the "x" yet. 2. Created a hemisphere with 8 segments, placed it right on the end of the top edge of the…
I guess I'm stupid and shouldn't touch art/ watch some kind of basic tutorials, because I have no idea how someone approaches these problems. This is what I came up with. Simple Blockout, a cylinder for the eye, pushed it smoothly out (Blender's proportional edit), a torus, cut the bottom vertices, some other proportional…
A couple things with the screw. Image below: 1) It seems like your fencing is asymmetrical. See red lines. Just model 1/2 or even 1/4 of the screw, duplicate and mirror geometry to avoid overcomplicating it 2) N-gons tend to cause shading errors, and you had one. Though this seems like it can be avoided by doing #1 3)…
Hey guys,ive got this very specific modelling issue. I guess most of you know Grant Warwick and his shaderball he did for the courses provided. Well ive tried remodelling it and cant get around one detail which is still bugging. Its on the picture in the red circle,its this corner of this edges,i wonder how to get smooth…
break down the shape in Photoshop/whatever floats the boat 1. Primary shapes, Without cuts. Just a box version of it. 2. Secondary shapes, cutouts, and so on. (3). tertiary shapes (smallest shapes) 4. But I just wrote floaters here, Works fine to have floaters. so.. yeah I was to lazy to finish it, but you can simply see…
No one really would want to do that sort of thing manually tbh. Projects could require you to make many dozens of objects, and manually solving even topology could be a very pointlessly tedious step that steals time away from creative tasks for not much benefit. Typically, some automatic topolgy solving workflow would be…
Hello. I'm modeling a bike part and there's a tricky area where 3 curved sharp edges meet at 1 intersection. I'm not sure if it's possible to fully avoid a triangle/ngon. I suppose they might be necessary evil, but I'm not sure how to place them in a way to avoid excessive loops. There was one attempt from me in 3rd…