leafer Posted November 3, 2013 Posted November 3, 2013 I have no idea if they're called insets or grooves, but could someone possibly explain how to do this in max? I've tried and tried but I just can't get mine to look like this. I know to add supporting edges to get sharp edges. That's not what I'm after. What I'm after is how to cut into a model to get those shapes. ED have been taking my money since 1995. :P
Fudge Posted November 3, 2013 Posted November 3, 2013 Looks like an engine, if that is the case it's unlikely to be seen, and so I would normally fake those details in the normal and texture maps. In Blender to get the effect I would model the inset, get the intersection lines with the main model. Delete the required faces and fill in manually. If you want I'll try and get some screen grabs of my method when I wake up, may make a bit more sense. 3DS max has a boolean tool that would do something similar, but often gives nasty topology. (and then crashes...)
Grimes Posted November 3, 2013 Posted November 3, 2013 Pro-boolean is easiest way, but the cleanest way is to take a cylinder object and delete some of the faces and invert the rest of the faces and then combine the two objects. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
SkateZilla Posted November 3, 2013 Posted November 3, 2013 +1 for Pro-boolean Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
leafer Posted November 3, 2013 Author Posted November 3, 2013 (edited) I've tried boolean and pro-boolean and they messed up the topology big time. I know I can go in to clean it up but I'm actually looking for the best way to go about doing this manually. Fudge, I actually want to learn how to model it into an object instead of faking with texture. This is because it will be useful for modeling complex shapes in general. A little screen grab tutorial in max would be greatly appreciated. I think I've figured out what the person did. Yay! I think he used Smoothing Groups instead of Turbo Smooth like I have been. I've attached a screen of something similar using Smoothing Groups. Ahh. Grimes, that sounds like a great way to go about it. Instead of doing all the connects and moving each vertices to get the shape right which took for ever. Thanks! Btw, that pic is one of the screenshot from Luthier's development updates. http://forums.eagle.ru/showthread.php?t=116364 Edited November 3, 2013 by leafer ED have been taking my money since 1995. :P
Fudge Posted November 3, 2013 Posted November 3, 2013 Hopefully this helps, the rough method I tend to use. Requires some clean up after, combining edge loops, adding a perimeter loop especially if using SubSurf (Turbo Smooth). Getting the intersecting line, image 2, I use an addon. I seem to remeber the boolean tool can do something similar. Album with the images http://imgur.com/a/0q7ug#0
leafer Posted November 3, 2013 Author Posted November 3, 2013 Uh-huh. That was very easy to understand. Very self explanatory. Thanks, Fudge. ED have been taking my money since 1995. :P
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