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Old 08-07-2010, 06:11 PM   #1
stalsby
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3dmax Hard surface modeling help!

I need some good advice on the best way to model this door out. I'm assuming splines would be the best way to get nice crisp edges and also get the detail in the beveled areas inside the purple frame but I'm not sure how to go about doing it! It was originally modeled in Inventor but I need to recreate it in Max and have it look exactly the same. Any advice or a tutorial would be much appreciated!! I need some expert advice. Thanks!!!
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Old 09-07-2010, 02:32 PM   #2
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Well there is not much to advise at this point. You could use splines or polygons or nurbs. It doesn't really matter for an object that's simple like that.
As i always do i would personally prefer polygonmodelling. I would take a plane with the image on as modelling ref and would start to create polygons that they fit in. Then if needed smooth and shell with bevel on.
It's just simple as that.
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Old 09-07-2010, 02:47 PM   #3
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i agrea with Creator. its realy simple. i'd use simple box modeling but its just me. take what ever method you like and model. its a matter of minutes to remake this model
good luck.
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Old 13-07-2010, 03:17 PM   #4
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Thanks for the info!!! Normally I attach with polys but I wasn't sure how I would do it with splines. I actually outlined it with a spline then extruded it to get the shape but I didn't do any of the bevels. I'm not really a spline modeler but I would like to learn them a lot more!!
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Old 19-07-2010, 09:03 AM   #5
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It's good to want to learn much, but splinemodelling isn't really needed anymore today. It's mostly about polymodelling.
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Old 19-07-2010, 09:16 AM   #6
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There's nothing wrong with using splines to lay out a shape for polys. Just make sure you use a linear spline and not a smooth one.
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Old 20-07-2010, 11:15 AM   #7
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hope this one will help...
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Old 05-08-2010, 10:20 PM   #8
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if you use this method i would advise to connect the dots to keep the model from collapsing on its self. thats the only issue with this method. its fast but its also tedious to finish.
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