3ds Max Modeling :: Modeling A Shape From Sphere To A Rectangle
Nov 19, 2013
The best that work out was giving it a path constrain to a sphere changing to a rectangle and making some snapshot which it does not give me the specific control I need.
See image to see what I am trying to model, image is from NADAA, and am trying to do something similar to this but I can't.
I'm working on a complex closed object shape originally made from a plane and want to do Boolean to it.
So when a plane get Boolean-ed with a sphere, it just turns to plane with a hole. Different when a standard box get Boolean-ed with a sphere, it turns into a box with a 1/2 sphere hole.
My question is, is it possible to turns a plane into solid 3D objects like box, sphere,etc..? So it's able to get Boolean-ed correctly?
I add a picture of simpler analogy p.s. the box and the box-ed plane is an editable poly
I am modelling on an object which exists of a sphere with a lot of lightbulbs around it. I made asphere and 1 light surrounded by 6 lightbulbs. My intension is to make a perfect symmitrical sphere of lightbulbs.
I work with Autocad Mechanical 2012 (not for so long) and quit new into the world of CAD. I worked with the command array, and that worked fine, but I don't know how to repeat the cluster of 7 bulbs all over the sphere.
I'm using 3DS Max 2012 and am trying to get a cube to rotate around the rotation system of a sphere sitting near by so that the cube looks like it's orbiting the sphere. The problem is that when I go to the coordinates menu and click on Pick, I select the sphere, but the rotation gizmo is still around the cube.
Here's a screenshot to show you what I mean.
See how the sphere is where the coordinates are suppose to be, but they are still around the cube?
I started my head model with a sphere ad I moved vertesis to shaped it, created lips and weld it onto the face, created two spheres that makes the eyes. I added a skin texture, the weldings of vertesis looks planar ang blocky thatn round and I cant seem to make it appear like a pro one. Its even hard to animate. I just wish I can overcome this, im stuck.
I know there are many ways to model this but how would some of you go about it? Would you create a sphere then cut out a spline circle for the ports? Would you create a box then turbo smooth it out to a sphere?
I need to form a line/lines with thickness on the surface of a sphere as seen on the attached image. I also want to apply transforms to the line while keeping it stay on the surface. How can I do that?
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 am trying to draw 3D models for the first time, and something is confusing me. Sometimes when I draw a rectangle and it asks for a length width and height it seems the width means something else and the width means something else. I think the width means the distance from the z-axis on the XY plane, but then sometimes it is the distance from the Y-axis on teh XZ plane. I am just wondering if there is a good way to keep that a constant, or to remember which the length, width, and height is referring to at any given time.
As CAD administrator at my company, which is in the process of implementing Inventor/Vault, I am quite sold on the Layout Modeling/Multi-body part modeling functionality that Inventor supports. Among other things I believe there is a large payoff in assembly stability and simplicity. However, this workflow is very different from the conventional methods of modeling individual parts and manually constraining assemblies. URLs....
How best to make the stone facets go sideways into the main tower. As you can see though it doesn't make a whole lot of sense. How I could achieve such results?
How to make an arch shaped door i have a box with a hole cut out i have create another two boxes for the left and right part of the door (joints) and attached them together then bridge them together. here is the problem i am working with a maya tutorial and on the bridge you can set the number of divisions but in max you cannot set the number of divisions.
Computer engineer, 3ds max freelancer 3ds max used currantly using max 9 (7, 8) poser using 8 (5,6,7) windows xp sp2 512 memory 40 and 80 gb hard drives sis mirage 3 VGA Card Asus motherboard
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 am fluent in sketchup modeling but have had no success in attempting to model something similar to the crinkled wall mass in the attached image. I have d/l'ed 3dsmax for 30 trial and trying to learn on the fly, which is difficult. before i spend too much time trying to to achieve a crinkled wall mass? in my first attempt i was able to create a rectangle, add modifer of garment maker and apply cloth attributes (and ripple) to it but it's too smooth around the edges although it had amplitude to it.
I have a problem when I am modeling my character or rather the character from the animation academy. I have created an NURBS sphere and I want to adjust it to the arm, so I go to the component mode add some isosparms and then it happens!!! I can´t move any vertexes... but in the object mode I can move the hole object.
I have a topo map in max, and I'm trying to raise and sink parts of it to make sidewalks and parking lots. My thought was to import line objects from dwg files, shape merge them onto the terrain, change the material number, then extrude. The problem is that shape merge doesn't maintain the correct shape.
I've made sure that I'm in orthographic mode, looking straight down on the surface, but anywhere there's a curve it messes things up. Circles become irregular ellipses. Arcs become more convex or concave. Where I'm shape merging two different objects at different times, objects that had lined up, the curves are now different and they either overlap or no longer touch.
I'm assuming that it's because my terrain mesh is too complex, but I'm not sure how to get around that.
I have booleand two splines, that were beveld to give them depth, than booleen together to make the shape of a car. I am having trouble completing the modeling because of the mesh. Is there anyway to make the mesh better (as in like a grid)?
I'm trying to model a box like shape with ripples over it's surface. The box can have rounded corners and edges. The ripples need to flow over the 6 faces of the box. I want 2 or 3 sets of ripples, originating in different places, interacting with each other.
My modelling skills in Max are not great. I generally use Inventor for modelling and Max for lighting, materials, animation and rendering. I've followed loads of tutorials on ways of doing this, but haven't quite managed it yet.
My latest attempt has been to use the patchdeform tool. What I've done is
1) modelling a plane, with many segments 2) applied the ripple modifier to the plane 3) created a box with smoothed edges/corners 4) converted the box to a patch 5) tried to patchdeform the plane to the box - get 'illegal patch' error
The above work with a sphere rather than a box. I'm not convinced this is the best way to achieve what I want.
I am currently working on creating a bedroom just for fun. I wanted to know what is the best way, without using the boolean tool, to create a cylindrical hole in a box.The plan is so I can insert a screw into a piece of wood
I am having multiple problems creating a loft. Firstly, it seems as if the "loft" command remembers and uses history of the objects to be lofted, which in my case meant that instead of lofting the scaled down (correct) version of a shape, it insisted on lofting the former, out-of-scale version. It would be great to know if there's a more conveniant workaround to this than redrawing the shapes (as I ended up doing).
Secondly - and this is where I'm stuck now - 3ds will not let me do a loft with the new, redrawn shapes. The loft accepts two of the shapes, but will not let me select the remaining three, claiming that "the shape has a different number of curves than others in the Loft". My question is thus: What should I do to be able to see and edit the number of curves in the shape, so that my Loft will be valid?
I am stumbling through the lessons and am stuck on Lesson #1.For those who do not know, it is to model a helmet similar to a dirt bike helmet. I have created a smoothed poly, removed much of it to create the top portion of the helmet (or cap).
I have created a poly shape using the Mesh >> Create Poly command. I have extruded said poly 3 times to shape the front facial guard.
The next step tells me to use the bridge border edges command. My problem is only my "cap" is showing a border edge. The facial shield poly has no border and I cant figure out why?
I have tried Display >> Polygons >> Border Edges and it doesn't make a difference on the facial shield.how do i view the border edges on said poly?
using the sub-object SET VOLUME function to change the shape of the lattice (down to the positions of the individual points) does not affect where the object deforms. The only way to alter the lattice is to go sub-object LATTICE and move the whole lattice prior to deformation.
I'm an architecture student who has high interest in 3d modeling.I would like to learn how to design something in a very organic form for a change.I can model very accurately and fast what I need on Autocad most of the time, but it seems like autocad 3d modeling is not the best tool to be using for modeling something very curvy and random.
Some Examples: [URL] .....
So Basically, I want to be able to first sculpt the general exterior form I have sketched out or in my mind, and not only that, I would like to model the interior portions so I can have renders from inside the building. (Like the ons from the examples)
Although in architecture, 3D modeling comes into play after the 2d drafting, I don't think it's the same case for organic shapes. I would have a general layout sketched out on paper how the building would be formed, but not necessarily accurately measured. Then I would model the building to cut the sections through, and extract them out along with floor plans thus creating a very accurate orthographic drawings as well as gorgeous renders.or just poly edit with soft selection and other modifiers?
How to create a quick sponge (or pores) look to an object without using materials?
Background: I am creating masonry and mortar. I need to zoom real close to the mortar so I can see the pores. Then I am going to have a blueish object pass thru the mortar to show water penetrating the mortar. Or something like that. I can't use a material to represent the look because I need to have an object pass thru it.
I'm physiotherapist and researcher interested in human body posture analysis. Goal of my researches are to make 3d digital model of human posture. Right now I'm using Microsoft kinect to build a human body model, but it's difficult to do automatic analysis on that mesh. In our team we create an algorithm which analysis posture, right now we base on points located on the body, for that is necessary to manually locate that point's which is inaccurate and time consuming. Our idea is to use divide human body into segments and then fit in those segments some geometry figures ( cylinders , bal, ), next step is to calculate center of masses of those figures, so we simplify the posture to 20-40 points , and calculation of those points can be made automatic.
I've got two trajectories from the bottom of two tires and I want to create a road surface, an object whose shape will match the trajectories, thereby creating a perfect shadow catcher.
The trajectories are virtually identical in shape and number of points because the two point helpers that created them were wired together. I've converted them into splines and messed with the loft tool, with not so good results. I ended up brute forcing the shape of the object into some kind of shape but I think there has to be a good, dependable way to do this in a program like max.
I have run into an issue relating to the differences in the way Mudbox and Maya subdivide meshes. My workflow for creating blend shapes is as follows:
1. Create base head mesh in Maya 2. Import base head mesh into Mudbox and subdivide to level 2 3. Create a Mudbox layer on top of base head mesh to sculpt each blend shape (e.g., browsMidUp) 4. For each blend shape, export the level 0 mesh to Maya for use as a blend shape on the base head mesh
Here is where it all falls apart.
When I smooth the blend shape in Maya (either by choosing smooth preview or by selecting Mesh>Smooth), the smoothed mesh in Maya differs from that in Mudbox. In the case of browsMidUp, the blend shape created in Mudbox only modified the brows. However, in Maya when the blend shape is smoothed the mouth opens up (i.e., the lips smooth differently in Maya than Mudbox, causing the mouth to open).
This is incredibly frustrating because I did not discover this problem until after I created approximately 35 blend shapes in Mudbox!I believe I can work around my current error. However, I would like to know how others approach the creation of blend shapes.Do you use Mudbox? If so, how do prevent issues associated with smoothing differences?