Help needed on how to make this kind of tunnel properly...
Xtof
Join Date: 2003-04-15 Member: 15514Members
<div class="IPBDescription">Need professional help ;-)</div>Hello Folks,
I was wondering how this tunnel (see the 2 pics) can be made properly. I know I can do it by almost drawing every single line myself (except for the circles and rotating them, and then bringing them into the right position. But then you have to draw all the lines manually and create every single surface by hand... which would take an eternity).
<a href="http://img121.imageshack.us/i/howmaketunnel2.jpg/" target="_blank"><img src="http://img121.imageshack.us/img121/3673/howmaketunnel2.jpg" border="0" class="linked-image" /></a>
<a href="http://img689.imageshack.us/i/howmaketunnel1.jpg/" target="_blank"><img src="http://img689.imageshack.us/img689/2361/howmaketunnel1.jpg" border="0" class="linked-image" /></a>
Any tips or suggestions on how to get this done properly?
Thanks,
XtOf
I was wondering how this tunnel (see the 2 pics) can be made properly. I know I can do it by almost drawing every single line myself (except for the circles and rotating them, and then bringing them into the right position. But then you have to draw all the lines manually and create every single surface by hand... which would take an eternity).
<a href="http://img121.imageshack.us/i/howmaketunnel2.jpg/" target="_blank"><img src="http://img121.imageshack.us/img121/3673/howmaketunnel2.jpg" border="0" class="linked-image" /></a>
<a href="http://img689.imageshack.us/i/howmaketunnel1.jpg/" target="_blank"><img src="http://img689.imageshack.us/img689/2361/howmaketunnel1.jpg" border="0" class="linked-image" /></a>
Any tips or suggestions on how to get this done properly?
Thanks,
XtOf
Comments
Lacking a torus primitive this would be the way I'd do it.
You can also use a cylinder as a guide if you have cylinders.
Really the editor could use more modelling features, in max there are several ways to do this, either make a donut and shell modifier/face normal extrude it, make a tube and bend modifier it, or make it like suggested above, but the other two methods are much easier.
You can also use a cylinder as a guide if you have cylinders.
Really the editor could use more modelling features, in max there are several ways to do this, either make a donut and shell modifier/face normal extrude it, make a tube and bend modifier it, or make it like suggested above, but the other two methods are much easier.<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>Lacking a torus primitive this would be the way I'd do it.</b>
That sounds like chineese to me.
I agree that there has to be an easier way to do it.
Greetz,
Xtof
That sounds like chineese to me.
I agree that there has to be an easier way to do it.
Greetz,
Xtof<!--QuoteEnd--></div><!--QuoteEEnd-->
Lacking a torus primitive [because you don't have, or lack, a torus primitive (primitives being the name for the basic procedural shapes created by a modelling package)] this [the quoted method] would be the way I'd do it.
So you mean... fill in the position of the "vertex" manually and then work you way up from there...
At the moment there is no way to merge the vertices unfortunatly (not that I know of).
And what do you mean by "Mark down the planes like you have"... what do you mean by 'planes'?
Is there someone that can post a screenie example on how to do it?
As a matter of fact I think we need (to work on) a "guide" on how to use the [Not finished] editor at best, with the do's and don'ts, with tips and tricks for everyone to share. Just my thought though.
Greetings,
Xtof
-obsid
<img src="http://fsckin.com/random/11-30-2009%2012-38-49%20AM.png" border="0" class="linked-image" />
Is there a way to select vertices only in the top view, to resize the shape?
That sounds like chineese to me.
I agree that there has to be an easier way to do it.
Greetz,
Xtof<!--QuoteEnd--></div><!--QuoteEEnd-->
In laymans terms, an torus primitive is a doughnut (torus) basic shape/building block (primitive).
<img src="http://www.math.cornell.edu/~mec/2008-2009/HoHonLeung/Torus.png" border="0" class="linked-image" />
With a Torus Primitive, you could just cut out 75% of it, and use the remaining curved section as your joint in your corridor.
Though I -still- think that Spark should have more options when it comes to dealing with angles... as for instance being able to <!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro--><b>change angles from the side</b><!--colorc--></span><!--/colorc--> of an object and not from the center... it can be done with a workaround, but it would make things a lot easier imho.
Also... when you have made one rotation you should be able to do that rotation again and again (donut-wise), so that one shouldn't set everything manually with every rotation over and over again [Kind of like an extrude tool that can handle angles].
Greetings,
Xtof
<img src="http://www.math.binghamton.edu/alex/AnimatedGifs/Tori.gif" border="0" class="linked-image" />
As you can see in the first picture I drew a horizontal circle with 20 sides, because for the tunnel I needed 5 sides to turn to get a 1/4 (quarter) turn, because I used the 22.5° rotation... See it this way: you need to turn 4 times to get from 0° to 90°.
Then I drew the first vertical tunnel circle and aligned it with the horizontal circle... from there on I extruded and moved (manually) the tunnel circle into the right position on the horizontal circle, which sole purpose was to serve as reference to my tunnel.
Making the floor is rather simple... just select manually all the lines where you want the floor to come and press "alt+c" [creat surface], you have to be in select mode to be able to do that. If the surface is on the wron side you want, then click on the surface (again in select-mode) and press "ctrl+f" [Flip surface].
Hope this answer is satisfying. It's faster and better then line-tooling it imho.
<img src="http://img138.imageshack.us/img138/3490/circletunnel001.jpg" border="0" class="linked-image" />
<img src="http://img21.imageshack.us/img21/1738/circletunnel002.jpg" border="0" class="linked-image" />
<img src="http://img692.imageshack.us/img692/1157/circletunnel003.jpg" border="0" class="linked-image" />
Greetings,
Xtof
In my experience you have to follow those rules:
Indeed it is possible that your face isn't perfect
=> see if you don't have selected hidden lines, that are left over because you deleted stuff but not completly or that you just drew by hand (that might cause that you "think" you have selected all the lines to create a circle/face, but you really haven't)
=> an obvious thing, but you can only create a face while in the "select"-mode, and not for instance in the "move"-object mode. Obvious, but worth mentioning.
=> perhaps the face was created on the other side?!? Also obvious, but one never knows.
Just my thought ;-)
Greetings,
Xtof
when did you need to create faces? i found that if you started with a cylinder and extruded, once you i got to the end it was just selected all and flip face to hollow out the cylinder
I never said that you HAD to create a face to make this tunnel, I was just pointing out where the possible causes of failing to succeed could be that I know of for creating faces.
Greetings,
Xtof
I did that alot at first. Extrude in the opposite direction, instant hollow cylinder ;)