Hi there. I would recommend to work with 1/8 of the mesh. 1. Start with your basic shapes 2. Create seperate mesh that would act as boolean 3. Boolean 4. Rotate the mesh 45 degrees 5. delete 1/8 of the mesh 6. Clean up 7. Rotate back -45 degrees 8. Symmetri and voila. HERE IS THE 1/8th of the mesh cleaned
GCMP: Never heard of the Array tool in Max? You can replace your "seventh step" with that. Don't bother manually copying it 45 times and snapping stuff, just type the values in...
You know proboolean is a feature of max and not a separate program right? Also, that said, Look through this thread. Those appear to be cylindrical indention into a relatively flat surface. That kind of geometric intersection is a good 45%+ of this thread.
I figured a way round about way of doing it. Rotated the face 45 degrees. Then had an edge loop a bit back, which I flattened(snapped) the vertices, forward, straight along the edges(non distorted edges), towards the rotated ones.
After you have insetted, extruded and scale your model to you liking you may rotate it 45 degree in the viewport and switching to orthogrphic view and then have a look into the bisect tool.. after pinning all UVs a simple edge selection and mkae face (with thr F2 addon) will also add correspondending UVs.. now this…
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...
I think a lot of the difficulty is coming from there being 3 over lapping shape ideas. The functional 2 circles of different sizes meeting at 90 degrees, what's being suggested by the the outer ribs, and the inset detail. I'd suggest model the ends before where it bends and transitions, then separate out the ribs and the…
I dont really know too much about lighting so far.. still in the learning stage. Any tips? And I try to make them pretty even, I know if they arent they wont smooth the same on both sides. And I NEED to make a lowpoly from this. I have to make about 8 different models of this, normal, exploded, and certain parts damaged…
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.…