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3DS Max Modeling Question


ericbarlow21
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Hello All -

 

I feel like an idiot for asking about this but sometimes I have a hard time modeling things that should be very easy models but I cannot think of how to accomplish it.

 

For example I need to model this stool here:

 

 

 

http://designwithinreach.com/productdetail.cfm?id=7863

 

what is the best way to accomplish this? Do I start with a chamfer box then boolean out the bottom section? If i do that then the newly created edges would not be boolean'd...

 

Can I start with a spline of the profile and then Fillet the verts then extrude? This also leaves me with unfillet'd edges once I extrude...

 

So my question is how can I create this simple model while having all edges continue to be rounded.

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I would not prescribe the above method if you want to make a detailed model of this shape.

 

At the very least you will have to add and connect some verticies to the edges to correct the smoothing group issues, which will be caused by trying to smooth that front facing poly.

 

I have a method for creating this kind of shape, which is a little bit more complicated, but will create much cleaner shapes, which are easier to control. I've attached an image to demonstrate.

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Finally, a question I can help with!

 

There are many ways to do the same thing in 3DS Max.

 

Max has a basic BOX, which is just a 6-sided object with straight/hard edges.

 

Max also has a CHAMFERED BOX, which is like the above, but there is a fillet or a smoothing to the edges.

 

I personally like to start with a basic BOX, select the edges that I want to chamfer (you make not want all the edges chamfered), and then chamfer them.

 

I'd avoid booleans. They can be messy and it's easier to connect edges and either bridge the opposing faces together or to just extrude in or out to get a cleaner effect than what booleans can give you.

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I would not prescribe the above method if you want to make a detailed model of this shape.

 

At the very least you will have to add and connect some verticies to the edges to correct the smoothing group issues, which will be caused by trying to smooth that front facing poly.

 

I have a method for creating this kind of shape, which is a little bit more complicated, but will create much cleaner shapes, which are easier to control. I've attached an image to demonstrate.

 

Nice clean method Kev, maybe a liitle longer than the others but more logical.

Thx

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wow battery... what an interesting technique..!

definitly gave me something to think about but 1st of all- u can cut down a step or 2 on your workflow (for instance theres no need for the 'cap' mod and then deleting the extra polygon, this can all be done under the edit poly mod using cap on the border)

2nd- if u do alot of work of this nature u might as well be using the 'power solids' plug by N-POWER (home of the excellent 'pro booleans'..:) )

its brilliant and very suited to this kind of work (no chamfering and smoothing needed just straight forward edge filleting!)

 

thts my advice anyways

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Thanks Everyone

 

I am not sure if I explained this clearly enough but the only method here which would work for me and produce precise results was Battery's. Using the chamfer would not work unless someone knows something else I am missing. Battery's method was what I was hoping for - thank you.

 

Thanks everyone for your help and all of the detailed pics!

 

Kindof frustrating since it is such a simple object...

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2nd- if u do alot of work of this nature u might as well be using the 'power solids' plug by N-POWER (home of the excellent 'pro booleans'..:) )

 

I am also using this method :D but I assumed he was not and thefore gave him a max 8 solution, which could do it with the right amount of polys and no complicated smoothing issues.

 

only3d is right however, power solids is well worth a look at if you plan to make a lot of these kinds of models - also worth looking at is rhino, and of course M**a :D, which are much better at dealing with nurbs IMHO

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I'm a prolly a bit late to answer this post..but anyways..the trick I use to fillet using Polygons

 

I've attached the images .. take a close look

 

Image 1 : Make a Box with width segment to 3

 

Image 2 : Convert to editable poly

 

Image 3 : Goto the modifier and select Polygon option then select the bottom 2 polygons and Extrude them

 

Image 4 : From the front view Select the middle bottom vertices (front % back). and Scale them in X-axis

 

Image 5 : Using the Edge option from the modifier select all the edges of the polygons as seen.

 

continued....

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Image 6: After the edge selection done in the image 5 ... Select the Extrude option from the modifier stack and This is the most Important part.. While extruding remember "Drag the mouse on the right side" .. this will increase the extrusion base width and not the height...if your mouse is dragged on the Top it will increase the height of extrusion..which we do not need here.

 

Repeat one more base extrusion lesser than the previous one to get a smoother curve.

 

Image 7 : Use the Chamfer option and give the Selected edges a bit of Chamfering

 

Image 8: Add a Smooth modifier in your modifier Stack. Use the Autosmooth values according to your requirement.

 

good luck and I hope this helps

 

Meher

http://www.mr-cad.com

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