i really hope im just stupid and cant find the option, but is it possible in max for the move, scale, rotate gizmos to be relative to surface normal? im trying to scale a face that is angled to the XY plane but its really tedious doing it and then correcting the mistakes made due to the angle. thanks alot :D
Speaking of ropes.... Here's a little something that I find handy sometimes... It can be used on any mesh. It will also automatically double the tri count and turn your mesh in to all quads, rotated 45 degrees :P It's very easy to make a script that does these steps. Edit: Resized the image... it was too big...
Thank you for this model ;-) tried some retopo myself.. have to triangles in (on half of the object.. resized and rotated it to my liking ~ 644 polys for a full object.. 802 was yours ).. Your big button on the back seems to have to need some more love.. it's disrupting the flow a bit too much. The general form does change…
Ive had to do sea-shells before at work - the easiest way I found was to make a circle spline, and use array to make a bunch of rotated and scalled copies - then I attached them all together and bridged edges together. A Helix with a loft is a good method too, but I noticed it tends to get pinchy in the center.
Cool Vailias, I tried the very same method last week, trying to mimic the same tutorial. Tricky part that I couldn't get to work well was matching the rotation/banking on the Extrude vs the Flow Object. You could probably get it right at all spots by tweaking the Lattice, but it would be nice with a better non manual…
If your working in max. Model the grate as a flat mesh from the top view. Apply a bend modifier, Go into the Gizmo subobject level of the bend modifer and position it where you want your bend to start. Set the Angle to 90 and the axis to X Turn on 'Limit Effect' (the whole mesh will rotate 90 degrees) Increase the 'Upper…
Hi guitarguy. You can achieve that shape by booleaning two cubic spheres: After applying boolean you can just quickly clean & improve topology and evenly space the edges. Rest is bevel & sub-d. I really couldn't eliminate the triangles. Using a UV Sphere didn't help either. You can rotate a UV Sphere 90 degrees and boolean…
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…
I would first do a blockout with some simple cylinders. Just create one, and copy, rotate, scale and deform it with noise, lattice and so on. To give a better illusion of wrapped geometry the cylinders need to overlap nearly completely at some points. After you got the rough form make some detail adjustments. I know that…
No need to model it flat now...you already have it. Take one ring from the wheel part and the tread that will fit in there and just make those a single piece. (See pic) Keep the center at the center of the wheel and rotate copies around when done and weld. You may have to use multiple rings or treads depending on how they…