stayinwonderland Posted December 13, 2011 Share Posted December 13, 2011 Hi guys, first post. I have created a couple of geodesic domes but wanted to get a professional opinion on the method. See the attached picture. Looks reasonable but it's a fairly slopy method I use. What I do is make a GeoSphere within max, then edit mesh, select all edges, chamfer them (creating a frame out of the basic lines by making them expand) then pop-out (delete) all the triangles leaving a skeletal frame. I then add the 'shell' modifier to make it thick/3d. To make the glass I create the exact same GeoSphere and boolean out the middle. Anyone else make such a thing? Do they have any better ways and does this seem like a decent/professional practise? Thanks. Link to comment Share on other sites More sharing options...
AubreyM Posted December 13, 2011 Share Posted December 13, 2011 Whatever method works for you is a good one You could also use the lattice modifier on the Geo Sphere. Save you all that chamfering. Link to comment Share on other sites More sharing options...
stayinwonderland Posted December 13, 2011 Author Share Posted December 13, 2011 Ah thanks for that. The lattice modifier is much better. Link to comment Share on other sites More sharing options...
AubreyM Posted December 13, 2011 Share Posted December 13, 2011 Glad it helped Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted December 14, 2011 Share Posted December 14, 2011 Looks reasonable but it's a fairly slopy method I use. What I do is make a GeoSphere within max, then edit mesh, select all edges, chamfer them (creating a frame out of the basic lines by making them expand) then pop-out (delete) all the triangles leaving a skeletal frame. I then add the 'shell' modifier to make it thick/3d. To make the glass I create the exact same GeoSphere and boolean out the middle. I'll just say what I'd do. Maybe it's helpful or interesting or elsewhere useful. I'd use EditPoly instead of EditMesh. More better tools usually. Select all polys and inset by poly not group. When this is done, detach the selection. This new object becomes the glass. Shell. This does give different geometry. The main ridge lines stay and you get two outside facets, not one, on each member. I like select all edges and extract to spline (linear). Then you can set the spline to renderable. When you do this, some edges turn corners and others terminate. Select all spline verts and hit the Break button to make them all uniform. Works OK with round members, but rectangular ones respect object up rather than normal, so the angles aren't consistent. Link to comment Share on other sites More sharing options...
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