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January 14, 2009

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

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