3ds Max Modeling :: How To Correctly Create Waffle Cone
Nov 12, 2012
Is there any easy way to create waffle cone like this. I tried simple bend modifier but it's not giving me correct curvy stitch just straight one and I need the red line on image. URL...
Alright, with out pictures, let me try to explain what I'm trying to do I'm trying to create a black and white (grayscale) top-down gradient of half a cone.
I select a circle, and using the cone gradient, start from the middle and go outward to the edges. Great so far, I have a top-down cone, but what I really need is only half of that, as if I was creating a top-down volcano with the top half sliced off and a flat rounded middle.
This is becoming a bump-map so the RGB value must match perfectly the highest point of the gradient with the sliced off part.
I downloaded the blueprints for a Cobra Helicopter, and the side and front blueprints are not lining up correctly at all. I am not sure if this may be an issue with the actual blueprints themselves, or something I may be doing incorrectly. Below illustrates the problem, the green and red lines show areas where the front and side blueprints do not line up at all. Here are the blueprints I am using, I cropped both the front and side blueprints from the top and bottom most point. [URL]
I'm pretty sure that 'Keep faces together' when extruding does not work correctly in 2012. Well not on my mac anyhow. If you wish to replicate my problem here is my workflow-
Create cube poly > make some subdivisions> select some faces> extrude with 'keep faces together" unchecked> Select a face and use move tool, notice that faces will move apart as they should> Now select some more faces> extrude with 'keep faces together' checked this time> select a face and use move tool> notice how face is still separate as it SHOULD NOT be.
To create an animation similar to the one shown in the page 225, in the tutorial, I created a curve but I am not too sure that was the correct way to create it.
1. Selected the Surfaces Menu.
2. In the font view, using the CV Curve Tool, created the first half.
3. Using Duplicate in the Edit Menu, I created the other half.
4. In the Edit Curves Menu, selected Attach Curves and connected two curves.
5. I, then selected the Animation Menu and created an object to be used as an aircraft and followed the same steps shown in the tutorial and it worked nicely.
Is there anyway to create a gap in AEC extended wall in 3ds max. I know to create a gap while using doors and windows. But I wish to create a gap without any doors or windows. I do not want to use proboolean also, because I need the properties of Walls too.
Is there any modifier to create proboolean? Can we create a curved wall using AEC extended wall?
I was creating a gun on 3DS and everything was fine, I started with an horizontal Cylinder but since I wasn't happy with the final result I wanted to restart.
Now when I create that Cylinder again it's created vertically, not horizontally, probably I pressed something that I didn't want to, I want every object to be created in an horizontally way, how can I do that?
PS: I don't want to use any modifiers and/or mirrors, I just want every object to be created horizontally!
How to make this shape? I am using this lamp in a project for school. I have attempted to create this shape with many different methods. I tried a Gengon but that did not work and I tried piecing the lamp together with individual pieces but that looked cheap.
I want to create a animation like this with a very Engineering Drawing theme to it: URL....I have also attached two images (stills) from the animation.
The question is, how do I create the "construction" lines (i.e. the blue marker lines) that go beyond the models? Is this something I should consider doing in post?
My current approach is to use planes with textures of the "construction" lines and linked to 3D models. The lines would also look like marker pen/pencil lines.
An alternative could be to use lots of lines and make then render-able but then they would look too perfect and not pencil graphite or marker lines.
I'm trying to create a surface between 2 splines. See attached image. I normally do this in AutoCAD very easily but I I'm playing around with the Max modeling tools.
I have tried drawing a spline between them and using loft. But the loft surface does not go between the two splines.
I have tried drawing a spline between them, converted them to nurbs and tried a number of the nurb surface options such as 2 rail and ruled. But they both create a surface but the surface does not go the full length of the splines.
I used to use lightwave. With lightwave I could select vertices and then press the "P" key to create a polygon from the selected verts.Now, with max I have found the "create" feature. When using an editable poly, in poly select mode, I select the "create" button and this allows me to do 2 things:
1 - I can create a poly out of nothing by clicking empty space
2 - all verts from existing objects become visible and I select the verts I want to create a new poly.
These seem like really cool tools, if it wasn't for one small detail..With "#2" if I engage the create button, and select a vert - I can no longer rotate around the object and look at it from different angles (by pressing alt+center mouse) UNTIL AFTER I have created the new polygon.
This small detail is kind of annoying because with certain intricate models, I may need to move it around to get to the next vert in line. The only way for it to work, it to make sure I can clearly see ALL verts needed for the new poly with no other geometry or objects obscuring them before starting the create button.
Is it not possible to simply go into "vert selection mode" select a collection of verts (in doing so, be able to rotate around the object between making the selections) and then after I have made my selections simply click a button or key to create a new polygon from the selection?
I'm trying to use the Create Polygon tool. My problem is that when I click to create a polygon I don't see anything. I can keep clicking and clicking to create points, which it apparently IS creating, but I don't see anything until I switch through one of the View types (wire frame, shaded, etc.).
I know I'm supposed to see the verts the second I click but that's not what I'm getting, it's more like I need to just go through the motions of blindly creating my shape, change views, and then edit the resulting verts and edges later.
I'm trying to create a pillow but I can't get the narrow and tight shape with the cloth modifier. I have done exactly as the tutorials that I have followed, but I have done this several of times, but I don't get it like I want it and I'm wondering if I have missed something or if there are any values that I can change to get the cloth closer to the shape of the pillow? And why is some part of the pillow visible and not inside the cloth?
I have to make a piece of geometry that joins a rectangle peice of duct to a circular peice. It doesn't need to be hollow...the inside will never be seen.
I've tried a few things but modeling isnt my strong suit.
I worked for some time with the free program blender to create my scenes and objects. Because I want to study the subject 'Technical Directing' I started learning how to work with Maya, the more "professional" software.
Although I read through the considered topic of the GettingStarted tutorial, I've still a question to you:
How can I create a face between already existing vertices? This would really improve my workflow.
I am self taught and only using maya for about 3 months now but the situation where an object that needed many small holes has caused me some problems 3 times now.
In the current situation I am essentially modeling a CPU and a CPU socket. there is ~240 pins on the cpu and that will connect with the socket where there should be 240 holes to match.
The only method I know is boolean difference but that causes the entire polygon cube to disappear instead of creating a hole in it.
what is another method for creating many small holes? another example is a piece of formed metal that has small holes in it for air vent.
I m trying to find some intelligent way to drawing a 5 point star in Maya, but don't using complex commands togheter and using some thing like a primitive comand ( maybe distorting some curve , etc ).
If I have a fat tube (or a rectangle really) on its own layer, how to I make it have a pointy end (like a tentacle). Ctrl-T does it okay, except it always changes the length and makes it fuzzy.
Now I'm somewhat happy with that, however, how do I make it less fuzzy? Make it look less anti-alialized?
I am trying to replicate a logo that we own but lost the digital copy of. I happend to have the D in the logo but im trying to replicate the cone shapes pointed together in the backround. Along with the shading that is given. The effect is a point in the D but when you look at the big picture you can see how it all comes together.
how i can create a rounded like tubular fonts in maya?kind of like the aspect you get when you apply the mia-roundcorners? but i would like to do it with meshes?
I've just extruded a face. I realize I need make a slight adjustment. I don't want to undo the extrudtion nor do I want do an Edit Mesh to create a new extrusion.Is there an easy way to readjust an extrudtion?
Is There a way to creat two spheres and to transform (rotate, move) one without affect the other? For example, I created two spheres in center of the scene, when I transformed (move, rotate) one other sphere was affected, deforming it. I now this is a basic doubt but I can't progress to next exercise.
In this part of tutorial series on modeling "Architectural Multistorey Building" the author is going to show you how to create the ground floor of the multistorey building using AutoCAD floor plan and elevation as the background reference image. Follow the step by step instructions for more details:
Architectural Multistorey Building Tutorial – Part one – Ground Floor