In this tutorial I am going to create a detailed screwdriver. I will use loft technique for modeling both metal and handle part of it. So let’s start… 1- First we want to create handle. In Front view create three NGon and one Star same as below picture : more steps of this tutorial. 2-now we need to create a Line as our loft path. This line should be around 80. Enable Snap and make sure in its setting just Grid Points is active. In Front view draw a Line around 80. I am not caring what system unit you are using. Just try to keep proportion between path and shapes. Rename this line to Handle Path. 3- Select Handle Path shape and in Create Panel go to Compound Objects and click on the Loft. 4- In the Loft parameters, in Creation Method roll out click on Get Shape button and then choose NGon01 from the scene. As you can see in below pic, the Ngon01shape extrude along the path. 5- Enter 10 in Path field and while Get shape is active, click on NGon01 again. Nothing will change. In this way we are telling Loft that from 0% to 10% we just want use NGon01. 6- Change the Path filed value to 16. Active Get Shape button and choose Star01. So from 16% of the path Star01 will start extruding along path. But notice that between 10% to 16% there is blending transition from NGon to Star. Before we move forward I would like to tell you why I used NGon with Circular option checked instead of just using a simple Circle shape. I have done this tutorial with Circle too. Below you can see the result. In loft number, I used NGon. You can see that there is a clean transition between Ngon and Star. However in loft number 2 because I used Circle shape this transition is not as clean as number 1. The problem is not the circle. What you should notice is the number of vertices between two shapes. Look at the below pic. Circle just have 4 vertices while in NGon we could define the number of vertices and check the Circular to make a nice curvature in NGon. We have choose 24 sides for NGon just because our Star has 24 sides. When the number of vertices between two shapes is not equal, Loft interpolates topology of the surface to transition from vertices. Ok let’s continue our modeling… 7- Move to 64% of our loft model with typing 64 in Path field. While Get Shape is active, click on the Star01. 8- Enter 78 in Path field and this time choose NGon02. 9- Finally change the Path filed value to 100 and select NGon03. 100% is end of our path. Did we miss something? The handle of screwdriver in first pic has more details than this. For modeling rest of this object we do not use other shapes though using shapes and moving them along the path is also a way; but I will not use that way. 10- In Deformation rollout click on Scale button. If you cannot see this rollout means you are not in Modify panel. Scale Deformation dialog will be open. I would like to explain this dialog briefly. If you already know about it, jump to next step. At first there are two points, one in beginning and another at the end of line. Vertical dashed lines mark level of the path where we add new shapes. We can insert new points anywhere of our path. Just need click on insert point and then click on our path. You can create Bezier point at first or right click on your point and change it to Bezier or Corner type. Symmetrical button lets scale to both axes of a shape. Leave it active for this tutorial. At the bottom of dialog you can see two numeric fields. It shows the horizontal and vertical position of the selected points. Also can put the number inside to move points vertically and horizontally. 11- now just add more points between first and last point. Then move them and change their type from corner, Bezier-smooth and Bezier-corner. The pic below shows that how I add and modify points in Scale Deformation dialog. So modeling of the handle of screwdriver finished. As you already learnt the technique, I will just show you the parameters for creating metal part of screwdriver. that's all Final Render! |
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Friday, 5 August 2011
Modelling a Screwdriver
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3DS Max
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