Cobra
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Cobra
First topic message reminder :
Magandang araw CGPinoy, while at work we need to add some details and napagkatuwaan namin itong strange looking braided leather belt, to test some max tools i decided to model it based from the image ref we have. We called it cobra. Big thanks to Cgil sa textures and barorot sa snacks
Have fun always! Mabuhay ang Noypi Artists!
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Magandang araw CGPinoy, while at work we need to add some details and napagkatuwaan namin itong strange looking braided leather belt, to test some max tools i decided to model it based from the image ref we have. We called it cobra. Big thanks to Cgil sa textures and barorot sa snacks
Have fun always! Mabuhay ang Noypi Artists!
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peanuts- CGP Newbie

- Number of posts: 29
Age: 34
Location: Dubai
Registration date: 26/04/2009
Re: Cobra
Interesting tutorial.
The only caveat with arrays and the spacing tools is that once you hit "apply", it's done and over. There is no way to go back and edit spacing, or make the object alter its shape if you need to fix the path later.
My suggestion for total interactivity is to model the belt stretched straight using the same process as you did. The only difference is that you do not model in their final spun form but model them like a belt laid out straight.
You then use path deform to make the belt follow the contours of the path. Doing this - you can make further edits to the bezier handles whenever you desire, you can also adjust the vertices of the spine or even go back to a straight belt to make changes; and be assured that the object will always follow the same path.
As I always say - there's a million ways to do the same thing in max - what makes a technique effective (and the modeler as well!) is the option for sudden changes that it could offer. And speed of course.
The only caveat with arrays and the spacing tools is that once you hit "apply", it's done and over. There is no way to go back and edit spacing, or make the object alter its shape if you need to fix the path later.
My suggestion for total interactivity is to model the belt stretched straight using the same process as you did. The only difference is that you do not model in their final spun form but model them like a belt laid out straight.
You then use path deform to make the belt follow the contours of the path. Doing this - you can make further edits to the bezier handles whenever you desire, you can also adjust the vertices of the spine or even go back to a straight belt to make changes; and be assured that the object will always follow the same path.
As I always say - there's a million ways to do the same thing in max - what makes a technique effective (and the modeler as well!) is the option for sudden changes that it could offer. And speed of course.
v_wrangler- CGP Loverboy

- Number of posts: 1882
Registration date: 30/03/2009

Re: Cobra
Sir, indeed a very useful suggestion,
I completely agree it is the best way for total interactivity.
At first, my idea was to use the path deform modifier, but i noticed slight deformations on the mesh and since it was intended solely for diplay, i decided to find another way.
Now, I realized that with the modeling procedure plus your suggestion, it is possible to use it on making complex braids, (for hairs,ropes etc..) though it would require welding individual elements for continuity.
Thank you for viewing sir, it is well appreciated. More power!
regards.
peanuts
I completely agree it is the best way for total interactivity.
At first, my idea was to use the path deform modifier, but i noticed slight deformations on the mesh and since it was intended solely for diplay, i decided to find another way.
Now, I realized that with the modeling procedure plus your suggestion, it is possible to use it on making complex braids, (for hairs,ropes etc..) though it would require welding individual elements for continuity.
Thank you for viewing sir, it is well appreciated. More power!
regards.
peanuts
peanuts- CGP Newbie

- Number of posts: 29
Age: 34
Location: Dubai
Registration date: 26/04/2009
Re: Cobra
peanuts wrote:Sir, indeed a very useful suggestion,
I completely agree it is the best way for total interactivity.
At first, my idea was to use the path deform modifier, but i noticed slight deformations on the mesh and since it was intended solely for diplay, i decided to find another way.
Now, I realized that with the modeling procedure plus your suggestion, it is possible to use it on making complex braids, (for hairs,ropes etc..) though it would require welding individual elements for continuity.
Thank you for viewing sir, it is well appreciated. More power!
regards.
peanuts
You are welcome. Some points to consider when path deforming objects: make sure the object's axes are centered on the object and later moved to either the left of right end.
Goodluck!

v_wrangler- CGP Loverboy

- Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

Re: Cobra
Nicely done, galing ng pagkamodel & texturing.

eisenheim13- CGP Apprentice

- Number of posts: 274
Age: 30
Location: Doha,Qatar
Registration date: 05/08/2009

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