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Page 1 of 3 This is a neat little tutorial on modeling a robot using basic 3DS MAX techinuques. This tutorial will be followed by lights and cameras, animating and textures so sit still. :)
1. Make a cube 20x50x60 and segment it 4;5;3. Thank position it in the middle by selecting it and pressing w on your keyboard and set all paramaters to null. 
2. Now select the cube and convert it to poligons (right click on object and select "convert to" -> "convert to editable poly")
3. Move to a top view by pressing f on your keyboard, and than press F3 and F4 to get the look like on picture 2.

4. Now switch to sub object level 1 and press "1" to select all the vertices.
5. We will just shift the vertices a little to the side, press "r" and move the pointer right on the X axis. Deselect the vertices and select those left in the middle. We need to constrain them wich we will do by moving the pointer to the left. Picture should look like this.

6. Now select these two poligons in perspective view (pic. 5)

(press "p") and using bevel pull them out as in pic 6.
7. Now we will do edge face so that when we mash smooth, wich will make a nice flow on the body, all this looks real. Switch to object sub level 2 (edge) or key "2" on your keyboard. Select edges wich are on the previously pulled out part. Pic 7.
 Now on command panel go to "edit edges" -> "chamfer" and press the small window so that you get an option box and enter the values as in pic.

8. From the modifier list choose opcion "mesh smooth" and set all parameters like in pic.

9. Now we will have a bit of fun with fixing the shape and removing iregularities in light refraction. Switch to left viewport on object and select opcion "mesh smooth" and move to first level and from there move vertices with scale on the X axis to the right so to get straighter edges.
10. Now that you are comfortable with mesh smooth you can try and make something similar to the last picture. If you run out of vertices to manipulate you can go to "cotrol level" and set how many control points there will be.
This should be the end result.
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