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Mackin
09-25-2009, 09:08 AM
Hi,

Anyone have any suggestions as to how I could model the end of this object whilst keeping the whole thing looking as smooth as possible? The part I am referring too is the green section of the object.

http://farm3.static.flickr.com/2484/3952211583_b6bbb816d8_o.jpg

Its the triangular parts that are proving difficult. Any suggestions would be really appreciated.

I am using 3dsmax 2010

Thanks

himadrism
09-25-2009, 10:47 AM
ok...so i created that shape in maya...here is an .obj & .fbx file- http://www.mediafire.com/?kjamzqzwn5v..

if you have any problems..please reply.

Mackin
09-25-2009, 11:47 AM
Hello, Thanks for the reply. That model you have spent is really excellent, thank you. How exactly did you do it? The version you have sent me is 5 sided and I need to model it 6 sided but the way you have made it is exactly how I need to do it.

Cheers

Chris

ronviers
09-25-2009, 01:52 PM
Here (http://picasaweb.google.com/ronviers/DropBox#) is one way it can be done.



I was going to do this with captions online but picasa is not working this morning so I will add them here.

picture 1 Initial profile - revolve 30 for six sided
picture 2 - Project surface curve
picture 3 Trim
picture 4 Convert trim to normal
picture 5 - Loft to curve and attach surfaces
picture 6 Duplicate, scale, rotate and attach surfaces
picture 7 - Duplicate and group the segments.

Mahje
09-25-2009, 02:08 PM
Create a cylinder with 6 subdiv axis, a couple of heights and maybe 3 caps. Then u just split the edges at the end and delete some of the edges so u get the following result.
http://www.warants.se/Files/Mackin.jpg

In maya i would then Crease the edges i wanted hard.

ronviers
09-25-2009, 02:16 PM
That looks good Mahje.

himadrism
09-25-2009, 02:49 PM
Hello, Thanks for the reply. That model you have spent is really excellent, thank you. How exactly did you do it? The version you have sent me is 5 sided and I need to model it 6 sided but the way you have made it is exactly how I need to do it.

Cheers

Chris

take a look at mahje's post...i followed a somewhat similar process...started with a 5 sided cylinder...added 2 edges between each face....selected corner vertices & pulled them down so i was left with a somewhat inverted U shape that resembled the triangular piece..then i closed the gaps by connecting the edges so i got a flat top...extruded that top border edge up & scaled it a bit to create the roundness & then finally after a couple of extrusions i got the shape. then i bevelled(chamfer in max) the corner edges for the sharpness. also sometimes the top may not come off rounded, then you will have to create a NURBS circle & use it as a guide to make the shape completely round.

Doner
09-25-2009, 04:45 PM
follow these steps. end result is smoothed. (in maya, hit "3")

http://i820.photobucket.com/albums/zz124/doner_morferelli/steps_to_model.jpg

himadrism
09-25-2009, 07:17 PM
can you please explain steps 4-6? thank you.

Mahje
09-25-2009, 08:06 PM
can you please explain steps 4-6? thank you.

Looks like he is using Difference Booleans(Mesh/Booleans/Difference). What it does is that it subtracts one form from another form, so he is subtracting the right form from the left(pic4). The forms need to share space(pic5), thats the area that will be removed. U pick the shape u wanna keep and Shift pick the shape u want to remove.

Mackin
09-29-2009, 12:16 PM
Cheers for all replies guys, the response to this post has been excellent. I will have the finished object, modelled and uploaded within the next week or so and I'll also explain the process I went through for those of you who might still be interested by then :)

Thanks again guys, excellent advice :)

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