Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk 3ds® Max® / Modeling / need help with modelling arm rests
  RSS 2.0 ATOM  

need help with modelling arm rests
Rate this thread
 
37029
 
Permlink of this thread  
avatar
  • byurderi
  • Posted: 23 November 2009 09:36 PM
  • Total Posts: 2
  • Joined: 14 October 2009 06:56 AM

hi,
I need help with modelling these arm rests.
I created a box and converted it to editable poly to make adjustments. the arm rest should be smooth, there shouldn’t be any edged-like faces on the sides, but I couldn’t manage to make it correct as it has to be.
and also the connection between the circular front part and the back should be sharp as it’s seen in the photo. I chamfered the edge there, however it did not solve my problem. it’s still smooth instead of being an edge.
I hope I could explain what I need.
Waiting for replies…



Attachment Attachment
Attachment Attachment
Attachment Attachment
Replies: 0
avatar

Have you try to use Spline to create the basic shape of the arm rests then extrude it and smoothing group?



Replies: 0
avatar
  • Emat3d
  • Posted: 26 November 2009 04:48 AM

If you move the edges at the bottom of the outlined area closer to the adjacent edge, it will sharpen the intersection between the circular portion and the rest of the armrest.  Hope that helps, cheers.



3DS Max 7, 8, 2010
Windows Vista 32 bit.
Intel Quad Core

Attachment Attachment
Replies: 0
avatar
  • Location: Fort Lauderdale, Florida
  • Total Posts: 298
  • Joined: 22 October 2008 05:22 AM
  • Permlink of this post

Use a cleaner mesh(unwraps easier). I didn’t look to make an exact replica of your photo but here is a quick way.
1) Clinder
2)Extrude (Select more polys to extrude for a more accurate model)
3)Reposition with the move tool to straighten out the arm
4) use a -bend- modifier on the arm or -FFD Box- if you want to warp/shape the ball and arm areas… Then chamfer edges when the model is done

*****i was recently told that if you render with mental ray then you can set an option to smooth the edges so you don’t need to chamfer but i don’t know the specifics about that



Windows 64 Ultimate, Max 9 to current, Quad Q6600, 8gig RAM, 1gig 4870 HD

Attachment Attachment
Replies: 0
avatar
  • Location: West Midlands, England, UK
  • Total Posts: 14445
  • Joined: 06 August 2007 11:06 PM
  • Permlink of this post

Hangman057 26 November 2009 10:47 PM

*****i was recently told that if you render with mental ray then you can set an option to smooth the edges so you don’t need to chamfer but i don’t know the specifics about that

It’s a feature of the Arch & Design Material(s).



Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.

Attachment Attachment
Replies: 0
avatar
  • byurderi
  • Posted: 30 November 2009 09:54 PM

thanx everyone.
I solved the problem by starting with cylinder as “Hangman057” suggested.



Replies: 0