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veto
10-12-2003, 05:40 PM
maybe it's a stupid question but i wonder if anybody could tell me, how to model a car grille (don't know if that's the right term) like in the image?

http://www.upart2.de/mav/grille.jpg

thx

WChestnutt
10-12-2003, 06:03 PM
hey,

i'm no max user so the tools might be different but here's how i do it.

create a 6 sided disc, then copy, paste and move accross so they are side by side, then select those 2 discs, copy, paste and move accross, then select those 4 discs..... just carry on like that untill you have filled the space.
then you need to merge all the sides that are touching. now select all the faces (or polys) and bevel inwards slightly and then bevel backwards to give the mesh depth.

there you have a grill. hopefully you will be able to transfer that in max.

Cheers,

Will

veto
10-12-2003, 06:21 PM
yeah, that's what i was afraid of :D
a lot of work if you wanna have a fine mesh.

by the way, that's the car, i need it for:

http://www.upart2.de/mav/a3_2.jpg

thx for help man

WChestnutt
10-12-2003, 06:39 PM
np. :) you might be able to speed up the copying process by using an array...

Good luck

Will


ps. nice model!! kickass wheels!! :buttrock:

gimpgutter
10-12-2003, 07:31 PM
Looking at the mesh in the pic u just posted...i think u would be better off not modeling it. First of all, it is a very fine mesh, so this would lead to about 50,000 polygons...which would just add to rendertime. Second, the mesh has very little depth, which would suggest u should use opacity maps. I doubt anyone would notice with such a fine mesh u got ging on there.

ToddD
10-12-2003, 09:30 PM
I agree totally with my friend Gimp in this situation. Make a plane object, create a map for opacity, bump, and use that instead, it is very effective I have used this method myself. I mean are you planning on having extreme close-ups of the grill? Probably not, seems like an awful lot of polys for something insignificant.:beer:

EricCartman
10-13-2003, 01:25 PM
I would use splines... array them and make them renderable.

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