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#1 |
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3D Rookie
Join Date: Oct 2008
Location: Omaha, NE
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Making Dice 4 through 20 sided 3ds Max 2010
Hello I was wondering how I go about making a variety of polyhedrons. Obviously a 6 sided dice is a cube or chamfer box if I want some roundness, but how do I go about making a 4, 8, 10, 12, and 20-sided dice?
In extended objects are hedra (can't remember if htis is exact as I'm not at a computer with max), but it doesn't make exactly what I want. These are fairly basic objects, so I wouldn't think they would be very tough. Any help would be greately appreciated it, and if you can tell me how to make rounded edges on them easily enough that would be a great bonus. ![]() I'll worry about mapping later. |
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#2 |
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Quadcore
Join Date: Nov 2004
Location: Pittsburgh
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4, 8, and 20 are easy to make with the GeoSphere primitive. Set the segments to 1 and change the Base Type.
10 sounds tricky, I'll have to look into it. 12 sounds easier, but i can't think of how to do it right now. |
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#3 |
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3D Rookie
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Thank you so much Buzzy. Let me know when you think of how to make the other 2.
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#4 |
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3D Rookie
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I was able to make all but the 10-sider using the Hedra option in extended objects and then fiddling with setting. Making them from a geosphere left objects that weren't symetrical or equilateral. Just gotta figure out how to make a 10 sider.
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#5 |
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Nick/Spud/Spudmonkey
Join Date: Feb 2003
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Thinking out loud for a D10...
1. Create a cone with 5 sides. Delete the bottom faces 2. Mirror it so that you have a top copy and a bottom copy with a gap between them 3. Rotate the bottom copy by 36 degrees (might be the right amount... It's 360/5 (72 degrees per face) divided by 2 to get the mid point) 4. Combine the two halves into a single object and create triangles between the two objects so that each triangle has a flat edge on the bottom which connects to a vert on the top edge. Close all the gaps 5. You might need to move the bottom half up or down so that the angles all match up nicely on each face Should work
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#6 | |
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3D Rookie
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Quote:
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#7 |
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Nick/Spud/Spudmonkey
Join Date: Feb 2003
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The final step after that would be to chamfer the edges and maybe subdivide if you want a more dense model of course
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