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webshot
07-30-2003, 04:59 AM
I have a sphere that I want to hollow out. Then I am going to do a boolean subtract with some text (or a spline). The hollow out part is what I do not know how to do. Imagine a orange (unpeeled) but with out the inside (pulp) part. Just the skin. If anyone can give me a push start I would greatly appreciate it...

A tut or a pretty detailed explanation would be great

or how to make a hollow sphere...with like a thick skin

BTW I am using 3ds max 5

ToddD
07-30-2003, 05:23 AM
Ok here's 1 way to do this. First, instead of boolean use shapemerge(more info can be found by hitting F1 key and accessing the help files.) So I would first use shapemerge on a sphere without thickness. After the operation is complete, i would apply a solidify modifer to it to create the skin like effect you are trying to achieve. Pretty simple, just understand that this will probably not react well to meshsmooth, just as with booleans, shapemerge will produce some ugly results if you smooth the object. So I would recommend using a fairly hi poly sphere to begin with. You will need to DL solidify(it's free), it can be found here:

http://www.gravitonic.com/software/3dsmax/downloads.php

:beer:

Joel Hooks
07-30-2003, 05:31 AM
technically all you need to do is shrink a a copy of the polys and then reverse the normals of the inner polygons. This'd be the same as making a boolean of the inside (if that was possible)

It won't be "solid" in the sense that there will be something inbetween the two surfaces of the skin, but it's about as good as you'll get.

webshot
07-30-2003, 05:41 AM
thanks guys I think I will try both remedies. Hey low down I am not totally sure what you mean by reverse normals but I guess that gives me something to look up

tbonz: I went to that site and I was looking at the plugins but they do not seem to have a version for 3ds max 5 which is what I am using. (I am assuming that the "R4"... means version 4 of max is that assumption correct?).

I just thought of a better way to describe what I am trying to pull off.....Like a halloween pumpkin or jack o lantern. Hollow it out, then cut a design into hollowed sphere, then have a glowing light inside. Just like that.

But thank you very much for the responses.

ToddD
07-30-2003, 05:49 AM
Webshot, version 4 scripts and plugs are compatable with 5 ;) Solidify will give thickness to the piece as I mentioned, and would do exactly what you are looking for:thumbsup:

webshot
07-31-2003, 12:41 AM
thanks tbonz...I cannot get it to work. I you or anyone has the chance could you throw together a quick sample file for me to look at. It sounds real easy. And I know it is probably something I am messing up.

ToddD
07-31-2003, 01:05 AM
Ok using exactly the method I described I made 2 examples, 1 with lower segments(required cleaning up) and 1 with higher segments(worked perfectly). Remember you will not be able to meshsmooth these objects, so starting out with a hi poly base sphere is acceptable. You will need solidify installed to see the final result.

Not sure if this host will work, I mainly use it for images, if it doesn't, I'll try e-mailing it to you
:beer:

http://www.vi2.com/getFile/230010.max

webshot
07-31-2003, 04:38 AM
thanks tbonz.....that is exactly what I am trying to do.....I'll keep plugging at it till I get it. I really appreciate the help.

webshot
07-31-2003, 07:49 PM
hey tbonz It worked like a charm. I was using the wrong operation. I needed to use cookie cutter. Once than k you very much.

I did have on more question if you have time to answer. I want to make the inside glow. Is it possible assign a material to the inside of the solidify or should I put a sphere insinde with self illumination (not sure how to do that I just heard the term)

allenlikewo
07-31-2003, 11:04 PM
Tbonz - thanks for the technique. I have never used solidify before but this works really well.

webshot - I think the easiest thing to do is put an omni light in the middle and then adjust the settings. But be warned, as soon as you place a light in your scene all the default lights will go off, so you will have to add additional lights to your scene if you want to be able to see anything else.

webshot
07-31-2003, 11:23 PM
thanks alien.......man you guys are cool!! Hopefully ill get hella good and be able to help others out as well.

cheers

halo
07-31-2003, 11:53 PM
im banging my head on the desk here...

why dont you just lathe a c shape in outline and then boolean? if you really want to be fancy then bend the type(after an extrude) before booleaning...

theres no need for anything else...

webshot
08-01-2003, 12:07 AM
Originally posted by halo

why dont you just lathe a c shape in outline and then boolean? if you really want to be fancy then bend the type(after an extrude) before booleaning...


Thanks Halo.....but I am just starting out so forgive me for my ignorance. But what you said makes sense and I will hold that for future reference......but tbonz approach helped also. Now I know 2 ways to settle one problem. Any new ideas on the glow thing?

ToddD
08-01-2003, 12:19 AM
halo, Why would you add extra steps to the process? You have a sphere primitive at your disposal.:) booleans don't always work predictably which is why I suggested the slightly better shapemerge. :shrug:
Webshot, try a directional spot, make it a volume light and you will have an internal glow leaking volume rays out the text shape.

webshot
08-01-2003, 01:11 AM
okay thanks guy.....I have one more question. How do I rotate the gizmo? I need to have this logo on the z index....Since shape merge operates on the -z index. see the image below please. I looked int he help files b4 asking this n00b question but found nothing

webshot
08-01-2003, 01:13 AM
forgot attachment

webshot
08-01-2003, 06:39 AM
scratch my last question I figured it out.....but now I am having probs with with jagged edges after I do the shape merge. I am using a shape I made in illustrator for the merge. Is there a way to combat the jagged edges inside of the cut out shape merge? I have my sphere set high on segments (180-200) but it is still jagged when I shape merge. I can send my .max file (the one right before the merge) if someone wants to check it out.

Thanks in advanced

allenlikewo
08-01-2003, 03:27 PM
Can you post an image? I am a little unclear on what you are explaining.

webshot
08-01-2003, 04:02 PM
here is a screen shot prior to render.

webshot
08-01-2003, 04:04 PM
here is the render.....no light or nothing special

klschuff
08-01-2003, 04:14 PM
I'm pretty much a NooB, but would using the smoothing groups help clear up those polygons? I know it won't clean up the actual edges, but it should make the visible polys on the edges (that wasn't very elloquent, was it) blend together.

Anyone else have ideas?

<EDIT>
Scratch that, on closer inspection of the image, it isn't the smoothing groups..

webshot
08-01-2003, 04:39 PM
thanks but I have no idea what you are referring too. Please elaborate....oh wait just saw your edit....nevermind.....but thanks

webshot
08-01-2003, 10:38 PM
hello again all.....just in case someone has the problems I did with a shape merge. Her is what I figured out. Go to to the modifier panel of your spline. Then click the interpolation rollout and adjust the steps to get a cleaner curve to your spline. Then do your shape merge. That may not be the best way but so far it is the only way that I have found to combat the jagged curves when doing a shape merge. It does nto completely smooth but it helps alot.

If someone knows a better way please do tell.......just sharing what I have found out so far tho....

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