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model a whell buttons of a video reciever device


isaac_cm
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Hello,

attached is a max file of a video receiver model, I tried to adjust the wheel buttons to be more symmetrical but I could not because I adjust it by moving the vertices , I hope there is a way to make the buttons accurately rounded also all the the other surround buttons has different spaces/shapes !

 

Thanks

Edited by isaac_cm
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I think you need to think in a different way here.

What I would do is model the buttons as different geometry. This way, you don't need to woory about geometry hell (the kind you will end up having). You can model one button and clone it every 90 degrees. This way they'll be completely simmetrical and accurate. Just attach them to the rest of the mesh afterwards.

One tip: the NURMS subdivision is slow within EDIT POLY. Rather, use the TURBOSMOOTH modifier. Hope it helps. Good luck.

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Ok. I'll give an example for the buttons but you can apply this to every geometry. Make a copy of the buttons geometry (not an instance) and make a boolean with the box. Make the box the source of the boolean and pick the buttons geometry as your operand B. You should end up having a whole that is exactly the size and shape of your buttons. Just use the snaps to position the cloned buttons geometry where it should be and attached again. That would remove the overlapping faces. Good luck.

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I used to do a lot of modelling for gaming and having intersecting faces was never an issue. Its used a lot to save triangles instead of having to join everything up. As long as the faces are perpendicular enough then there shouldn't be any z-sorting issues...

 

I think you need to go through the max modelling tutorials (and probably other ones too) as you seem to lack knowledge of max's basic tools.

 

No offence, but you really ought to know how to align, space and array objects (as well as many other operations) before you dive into modelling for games, which is an extremely different ball game all together...

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thanks nelpiper Boolean will be good enough I will then have to weld vertices together too.

 

WAcky yes I am new, from the tutorial I followed I find the instructor said about the problem may occur in the animation stage of just attaching two polygons, however it will be useful if you tell me about a good max tutorial in this matter.

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If this model is for a game engine then you should probably be creating these details with a normal map and a diffuse texture as these small details aren't worth the triangles...unless this is your normal map model...

 

 

Go here and here and staaaaart reading ;)

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