View Full Version : hole in a sphere
cdinic 09-03-2002, 12:50 AM how do I put a nice clean, soft hole ina sphere. I don't do much organic modeling so I have never needed to do this....
here my atempt. just a bollean..
there gota be a better way
-Chris
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Chris
09-03-2002, 01:05 AM
yeah, booleans suck... You could just select the poly's at the top of the sphere & extrude them inwards. if you want that on the side like you've got, rotate the sphere 90deg first. The biggest problem there is that you'll have to increase the segments of the sphere first to get a nice smooth hole, before you either collapse it or apply an edit mesh.
cdinic
09-03-2002, 01:12 AM
I tried to do that.. but the sphere needs to flow smothly into a cylander below......
Chris
09-03-2002, 01:18 AM
The other way to do it - Just because I like to figure out nice complex obscure ways to do stuff in Max :) - would be to use a volume select modifier (base it on another mesh object - like another sphere, a little bit above your existing sphere) that will select your faces. Then apply an extrude face, that will extrude those faces in. Then apply a delete mesh modifier, that will remove the hole.
The beauty about doing this is you can go back to your sphere object & change its segments whenever you want, & the hole will stay pretty much in the same place, except it will get smoother as you increase the segment count (for when you do your final render)
this avi shows the above method - the first 50 frames the segment amount is changed - in the second 50 frames the second invisible sphere defining the volume select is moved up
[edit] fecking thing didnt attach. Oh well!
Chris
09-03-2002, 01:25 AM
oh. :blush: you want it to merge into that. Righto. In that case you are probably best to create a circle spline where you want the cut to be. Then select your spherey/cylinder object, go to the create panel -> compounds -> shapemerge. Then select your circle. That will project it onto your mesh - you should then be able to select the interior polygons & extrude them... hopefully... :D
Try this - make a simple poly model (ie start with a box instead of a sphere) and use subdiv surfaces (ie meshsmooth) and just bevel and extrude polys. You can control your edges to make a cylinder with crease or by using the "seperate by smoothing groups" tickbox under the meshsmooth modifier.
Joebount
09-03-2002, 09:46 AM
Nurbs, or better : Nurbs in Rhino
Yes, I was going to say NURBS before getting down to Joebount's reply.
NURBS in Max aren't that great, but this particular problem is perfectly suited to NURBS. Sphere, uncapped cylinder, and a couple of circles projected onto the sphere to be trim curves.
Desdinova
09-03-2002, 10:15 PM
For nice clean bools try this
http://www.npowersoftware.com/npPowerBooleans.htm
Was in on the beta of this plug-in. Makes bools in MAX a much nicer thing.
Here's a quick NURBs example. The scales are all wrong, but the curves and edges are razor smooth:
visualboo
09-04-2002, 04:43 AM
or like what R32 did but start from a sphere (24 segs) and do this >
If you want a hard edge on it just use the edge crease feature in meshsmooth :) That's the farthest away version
Joebount
09-04-2002, 10:21 AM
Easier way Visual: take a sphere, convert to poly, select a circle portion and extrude negativly, then mesmooth : the result willbe cleaner, I guess (not tried)
visualboo
09-04-2002, 02:39 PM
actually that's what I did ;)
you're talking about hole right? not the bottom extrusion?
Joebount
09-04-2002, 03:15 PM
Nop, bottom extrusion, I'll make a screenshoot when I'm at home. I need vacationssssss !
I'll try to send you other shaders this week-end.
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