chow choppe Posted December 19, 2009 Share Posted December 19, 2009 looks like a simple model ? but i am just learning max modelling any suggestions how can i start it. I think splines will be a good idea to start with but any other suggestions using poly modelling P.S i model in autocad. so slowly trying to shift to max . thanks Link to comment Share on other sites More sharing options...
shaneis Posted December 20, 2009 Share Posted December 20, 2009 any suggestions how can i start it. I think splines will be a good idea to start with but any other suggestions using poly modelling Think just a little bit harder - wouldn't a primitive cube be a fair place to start? http://area.autodesk.com/tutorials?word=&where=1&software=1&tutotips=108&level=40 Link to comment Share on other sites More sharing options...
Claudio Branch Posted December 27, 2009 Share Posted December 27, 2009 If you are fast in AutoCAd, then just use Booleans. This thing could be modeled using four extruded squares combined with the subtraction routine in 5 minutes. I have found that Boolean modeling in AutoCAD is very clean when exported as a 3ds file. Give it a try... Link to comment Share on other sites More sharing options...
acjwalker Posted December 27, 2009 Share Posted December 27, 2009 A simple cube will be a great start and extruding the polygons. Or Proboolean will create a better mesh than standard boolean. Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted December 30, 2009 Share Posted December 30, 2009 Polymodeling. 1. Started with a box. Set the divisions on the box to be what the model warranted (barring the holes in the bottom)(because). 2. Convert to poly and shift loops (scale and move). 3. Delete faces. 4. Chamfer some verts. 5. Shell. 6. Select edges and do some connecting on the bottom to make for the holes. 7. Move some verts around to position the holes. 8. Move some more verts around for tapering the front slot and decreasing the wall thickness. 9. Render. The wall thickness thing... that might have been better handled by starting with a 1x1x1 box, delete the top, do the shell and push verts for the thickness and this time remember "straighten corners". Then use connect to chuck in loops where needed; because of shell thickness, probably need to use the [X][Y][Z] buttons to even verts out. Yes, I pushed some more verts around between 8 and 9 to tweak for size and didn't tell you about that. Link to comment Share on other sites More sharing options...
acjwalker Posted December 30, 2009 Share Posted December 30, 2009 Sorted. Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
chow choppe Posted June 4, 2010 Author Share Posted June 4, 2010 Polymodeling. 1. Started with a box. Set the divisions on the box to be what the model warranted (barring the holes in the bottom)(because). 2. Convert to poly and shift loops (scale and move). 3. Delete faces. 4. Chamfer some verts. 5. Shell. 6. Select edges and do some connecting on the bottom to make for the holes. 7. Move some verts around to position the holes. 8. Move some more verts around for tapering the front slot and decreasing the wall thickness. 9. Render. The wall thickness thing... that might have been better handled by starting with a 1x1x1 box, delete the top, do the shell and push verts for the thickness and this time remember "straighten corners". Then use connect to chuck in loops where needed; because of shell thickness, probably need to use the [X][Y][Z] buttons to even verts out. Yes, I pushed some more verts around between 8 and 9 to tweak for size and didn't tell you about that. thanks peter u r the man Link to comment Share on other sites More sharing options...
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