Tutorial: Putting Holes In Your Models
Burncycle
Join Date: 2002-11-24 Member: 9759Members, NS1 Playtester
<div class="IPBDescription">HOLY MODELS BATMAN!</div> Intermediate skill level.... this assumes that you have the basics of milkshape pretty well down.
first things first: We have a model (a box in our example) and we want a hole in it. This is useful for many things, not just decorative, but if you decide you want to, say, add an ejector port in your model that actually goes inside your model, you could use this example (I'll talk more about that later).
Put your hole (cylinder, 1 stack) next to your model like so. Once you have it the right size, make sure in your other views that it is the same depth or thickness as your box, so that the end result is flat rather than depressed or bulgy.
first things first: We have a model (a box in our example) and we want a hole in it. This is useful for many things, not just decorative, but if you decide you want to, say, add an ejector port in your model that actually goes inside your model, you could use this example (I'll talk more about that later).
Put your hole (cylinder, 1 stack) next to your model like so. Once you have it the right size, make sure in your other views that it is the same depth or thickness as your box, so that the end result is flat rather than depressed or bulgy.
Comments
1) delete the ends of the cylinder, and the sides of the box that you don't need. Leave the edges of the box and cylinder.
2) make sure you select your cylinder and put "reverse vertex order" on it. This will put the side you want on the inside where you can see it.
3) Select and hide the back vertices for now, leaving only the ones closest to you.
Next, you select the face tool and begin making your faces. Depending on your view, you may have to click in a counter clockwise order, or a clockwise order. Check your perspective to make sure white is out. If it is not, click the other direction. You can always change the facing of a face by selecting it and clicking "reverse vertex order" in the menu. Here, I'm mostly done with one side.
Voila!
You now have a... square... donut thingie.... anyways, this can be used for quite a few things. Say you have an M-4, and you already built the whole model but you realized you want an ejector port with depth. You can simply delete the faces on that side where your box is going to be, and place the box your using as your hole flush with the side of the gun. (notice the wireframes). Now you just reverse vertex order on the box, hide the vertexes you don't need, and create the face. It's even easier than putting a hole all the way through your model.
Again, this assumes you know the basics of making faces, hiding vertices, etc already, but I hope the tutorial was not too complex!
<b><i><u><span style='font-family:Impact'><span style='font-size:21pt;line-height:100%'><span style='color:yellow'>PLEASE</span></span></span></u></i></b>
this will come in handy one day! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
We just don't have thousands of dollars to plunk down these days...
You now have a... square... donut thingie.... anyways, this can be used for quite a few things. Say you have an M-4, and you already built the whole model but you realized you want an ejector port with depth. You can simply delete the faces on that side where your box is going to be, and place the box your using as your hole flush with the side of the gun. (notice the wireframes). Now you just reverse vertex order on the box, hide the vertexes you don't need, and create the face. It's even easier than putting a hole all the way through your model.
Again, this assumes you know the basics of making faces, hiding vertices, etc already, but I hope the tutorial was not too complex! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
how i can make that???.......but with Gmax <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
But Jamils right, some holes can be created with the skin now so only use this if you have some polys to spare and you really want to make a hole felt
We just don't have thousands of dollars to plunk down these days... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Neither do I.
Just think about that a minute...
If GMax is similar enough to 3dsmax, it ought to have a boolean function as well, which is the easiest way to cut shapes out of other shapes. Just be careful; this can quickly and painfully increase your poly count.
You are my new god
too bad it would be uber hard to do on cylinders (bleh, cant finish my tec-9 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> )
Nah, not too hard! Just time consuming. You have to decide whether or not it would be easier just to skin the holes on with transparency (probably the best option in the case of the tec-9, similar to the holes skinned onto the DoD .30 cal machine gun)
But, if you wanted to model the holes in, you just follow the same principles. You can either make the hole on the side of a face (not easy to do when you have many sided cylinders) or simply "bend" the hole around a corner, like so. After you're set up and your holes are where you want them to be, you know how to do the rest!
Happy fragging! <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
*edit* thanks for moving the topic here coil <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
We just don't have thousands of dollars to plunk down these days... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Neither do I.
Just think about that a minute... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ya there is always a 30 day trial!