For mechanical hard surface? If indeed the case, hmm.....well pretty rare these days to find one still in print, though you might get lucky searching on ebay. I'll also suggest, exploring student friendly narrated video content which on that note one really can't go past Tim Bergholz, particularly for his 3ds Max stuff…
hey, natec. Basically what I did was kinda the same what respawnrt did, but I had way too much sements for the cylinder and I was confused how to control it properly. Now I see it was not that hard actually. Thanks, respawnrt! I appreciate your help :)
Ok, well. I set it to one light, now everything is really hard to see unless Im focused directly at it. Anyone have any links to some good lighting tutorials? Im also trying to get rid of that tri in the rear corner. without much success >.>
@ RENDEREN :"My two cent's" I am as well a begginer in hard surfacing, but what i could tell you is that floaters can really make your job extremely less frustrating. You can easily do a few floaters there and just focus on the bevel shape's.
Hello. Can you take a look a wireframe of this model below. I have no confidence on a proper wireframe of those type of hard-surface model. Especially, the five point junctions. I need some advice to put those five-point junction to somewhere. Thank you :-)
Hi guys, I'm having problems adding small detail bevels on a hard surface vehicle. I'm doing ok with blocking it out and getting it to look smooth and hard edged in the right places. I'm having a very hard time finding out how to do these bevels that go across the model which get out of my "original wire-flow" to create a…
Heyy guys, this weekend im going to try and actually fully model and texture something that i can see easily what it is, i fail at Uv'ing so that will be the hard part, how ever, does anyone know how to model a screw part like in this picture in max 2012?
between some cut tool with edge/vert snapping on deleting and welding it shouldn't be too hard. Is there a specific problem your having? You'll basically want to cut the lower tube where the upper tube's edges intersect, Then bridge/weld the upper to the cut hole on the lower....>if that makes sense :)
This was good advice, I am curious, how many sides, because doesn't that make it more difficult to manipulate, that has been one of my questions. Also revolver guy, your edges are too tight, even if it wasn't a game prop, it wouldn't look like metal as the edges are so hard.
Tessellation can be helpful, but it's more recommended not to abuse of polygons. Here's an example of how to avoid propagation of unneeded details: You can see more examples here: http://blog.whiteblaizer.com/2009/03/subdivision-tips-hard-surface-modelling-iv/ It's in spanish, but you can use google translator anyways.