3D Studio Max Model a Tank Part 06
Hi everyone, welcome to today’s continuation of the multi-part tutorial on modeling of a tank. This is the 6th part of a multi-part tutorial on creating a military tank. Today, we look at using simple primitives, polygon editing mode, bevel tool, and slice plane tool, to add a tank turret.
1. select create tab, and click Shapes button
2. ensure object type is Splines
3. click NGon button
4. click and drag NGon object in top view
5. change radius to 70, and number of sides to 5
6. press E, to select rotate tool
7. click angle snap button, to ensure angle snap is on
8. rotate NGon object 180 degrees
9. right-click NGon object, and select Convert To > Convert to Editable Poly
10. click + sign besides Editable Poly, in the modifier stack
11. click Polygon, to enter polygon editing mode
12. in the top viewport, click on polygon of the NGon
13. right-click selected polygon, and select Bevel dialog box
14. adjust height and outline amount, to match the reference image in the left viewport (see video), and click
Apply
15. adjust height and outline amount, to match the reference image in the left viewport (see video), and click
OK
16. select Editable Poly in the modifier stack, to return to object selection mode
17. press Alt+X, to toggle on see-through mode
18. press W, to select move tool
19. move NGon object to match reference image in front viewport
20. click Vertex in modifier stack, to enter vertex editing mode
21. in front view, select the vertices at the back of the NGon object, and drag to the right, to match the reference image
22. select Polygon in modifier stack, to enter polygon editing mode
23. Alt + MMB in perspective view, to arc rotate view, to see the back of the tank turrent
24. select polygon at the back of the tank turret
25. click Slice Plane button
26. move slice plane gizmo up or down, till it ‘cuts’ the selected polygon in half, then click Slice
27. select Editable Poly, then select Vertex, to return to vertex editing mode
28. in front view, select the new set of vertices at the center of the back of the polygon which was previously selected, and move to the right, to more closely match the reference image in the front viewport
29. select Editable Poly, then select Vertex, to return to vertex editing mode
30. in front view, select vertex at the front of the turret
31. right-click left viewport, to activate that viewport
32. right-click on selected vertex, and select Chamfer dialog box
33. increase chamfer amount, till the top vertex matches reference image in the left viewport
34. select the 2 vertices at the middle, and press R, to select scale tool
35. click and drag scale tool gizmo, till the middle 2 vertices more closely match the reference image in the left viewport

Comments »
No comments yet.
RSS feed for comments on this post.