View Full Version : Making lines Round
jason 09-12-2002, 03:18 AM Im new to 3ds max, so heres my question, i make a spline line and i want to make it like a sphere but when i extrude it, it looks like a O continuing not sphere like, that sorta didnt make since but can anyone help me with this
Thanks
Jason
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Chris
09-12-2002, 03:31 AM
Hi Jason,
There is a sphere primitive (or geosphere) which will give you better results if you just want a sphere. If you need it created from a spline though for some reason, try the 'lathe' modifier, this should spin the circle around on one axis & create a sphere if you lathe it around its centre.
jason
09-12-2002, 03:46 AM
well im making a model of kirby and i need the ears all in one shape and lathe doesnt work becasue it comes out all screwed up. Is there any other ways?
thanks
Jason
visualboo
09-12-2002, 03:50 AM
That's confusing. Just start from a sphere primitive. You can make anything from simple objects like that.
Post what you have so far...
Chris
09-12-2002, 03:52 AM
yeah man, that is confusing, who the hell is kirby & what do you mean by screwed up? - I just tried it here & out came a perfect sphere. Is kirby a sphere? :)
visualboo
09-12-2002, 03:55 AM
hahahah lol
jason
09-12-2002, 03:55 AM
well if you know what kirby is, well you know his ears thats what i wanted to use a spline for but i dont know how to make it with just spheres or primitives
Jason
jason
09-12-2002, 03:57 AM
i know it works for a sphere but if i add the ears and crap it doesnt come out like that
visualboo
09-12-2002, 03:59 AM
can you post an example?
I know kirby but I can't remember what he looked like :shrug:
Chris
09-12-2002, 04:05 AM
hes a sphere.
just joking! It looks like your going to have to do some polygon pushing Jason, convert that bugger to an editable poly & have a look in the help for your mesh editing tools...
ToddD
09-12-2002, 04:10 AM
Jason, sounds like your overthinking this! I just looked him up online, just make a sphere, don't use too many segments. Extrude the poly(s)(1 time should work) where the ear should go, and meshsmooth him, you may need an iteration of 3 if you use a low segmented sphere. Keep it simple!:thumbsup:
Chris
09-12-2002, 04:13 AM
or use this modifier, thats probably the quickest way: :) (I know, I'm a damn fool!)
visualboo
09-12-2002, 04:50 AM
haha, dood... this is getting out of hand :D
Hang on... Kirby has ears?!?
I've never seen him with ears!
Just two feet and his flappy little arms. :shrug:
Chris
09-12-2002, 08:45 AM
:) right.... I now know what kirby looks like, cute! I think those are arms though, not ears. I think Tbonz right, you could just start with a sphere & extrude a couple of arms, then apply a meshsmooth modifier over the top. No need for splines in this case.
jason
09-12-2002, 02:23 PM
whops sorry i ment arms
jason
09-12-2002, 02:32 PM
Thanks everyone for the help i got it ill post it up later,
thanks again
Jason
jason
09-12-2002, 02:42 PM
heres my attempt no eyes yet. im going to try and get that done later
Jason
Chris
09-12-2002, 08:53 PM
For this model, I'd personally do his feet as two detached objects. In the shots I've had a look at they seem to move around quite independantly of the body. If you model them in, when you animate his body will deform a bit with the feet. I would just model a couple of feet, position them correctly & link them to something like a helper in the centre part of the body, it will probably animate more like the cell drawn model that way...
jason
09-12-2002, 10:44 PM
alright thanks ill try that out, im not sure if im going to animate it because i dont even know how to do that yet lol
Jason
jason
09-13-2002, 03:50 AM
attempt with seperate legs, the legs look sorta crappy tho
tell me what you think,
thanks
jason
Chris
09-13-2002, 04:01 AM
I think his feet need to be bigger, & less like a capsule, they should be sort of flatter on the bottom, like a capsule cut in half, or a stretched hemisphere (half a sphere).
The arms seem to have quite a hard join where they meet the body on the cartoons, yours seem to blend in. You could either play with the 'crease' settings on your meshsmooth or use a chamfer on the edges where the arm meets the body, to add more geometry (thats what I'd do)
For the feet, have a look in the help for:
sphere primitive (have a look at the hemisphere bit), 'non uniform scale' & 'soft selection' - thats probably a good bunch of things to get the feet looking right (make a half sphere, collapse to an editable poly, go into vertice sub-object mode & do a non uniform scale on the side vertices with 'soft selection' turned on)
& for the arms, look in the help for:
Meshsmooth, crease - specifically, how to add detail (like creases) onto a meshsmoothed object.
Its getting there though! Nice one
:thumbsup:
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