Skip to main content

Fundamentals: Vehicles, Aircraft, etc.

"The artist builds a solid external shell as the body of the copter. When done, the modeler breaks up his model: he selects window areas and detaches them as new objects, followed by the area for the doors (also detached as new objects). The modeler now has open objects representing the body, windows, and doors. The modeler applies Shell to the body, and sets it to extrude both outward and inward, with the inward extrusion amount greater than the outward. Next, Shell is applied to the windows, with inward extrusion only. The modeler then copies the Shell modifier from the body to the doors, and reduces the doors' outward extrusion amount. The result is a solid body with an interior that can accept additional modeling, inset windows, and doors that are slightly less thick than the shell of the helicopter."


    • when building a car, vehicle or any transportation equipment it is important first work on the outer shell, detach the windows and doors. Apply the shell to the body and set it to extrude both outwards and inward. i.e. the body will be thicker while the windows and doors will be slightly thinner and extruding inward.

  • buld the spline of the side view
  • detach windows and doors
  • apply shell to doors and winodws with inward shell modifier
  • apply shell to body with outward and inward shell.

SOURCE:
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-E38BD284-3283-4311-AC29-3F699B2F04AA-htm.html

Comments

Popular posts from this blog

Error Message: You Must Have Valid Objects Selected

When we get this error message, make sure "view" is selected in the render settings window. Also, make sure it is VRay and "Bucket" for type is selected. Forum Post: https://forums.autodesk.com/t5/3ds-max-forum/you-must-have-a-valid-object-selected/td-p/6242993

3DS Max - Edit Borders > Cap

Select edges switch to border mode go to edit borders and select "cap" -edges selected -switched to border mode and the "cap" option under edit border fills the gap. Super important when edges are all layered differently, or, this is how the software is reading it. Cap basically fills holes and is the most reliable option when improving the topology of your object.

3DS Max Fundamentals - Open/Closing

We open objects when we want to make edits We close the group when we go back to staying in a group of objects