Forum: 3D Modeling


Subject: Okay, I'm almost done with him...but I'm stuck.

Teyon opened this issue on Jun 30, 2003 ยท 8 posts


Teyon posted Mon, 30 June 2003 at 12:10 AM

As an editable poly he's sitting at 1726 polygons. I'm almost done but I have to add his belt, hands, and feet. I am wondering how best to go about making his belt. Any help is appreciated.

BazC posted Mon, 30 June 2003 at 3:20 AM

Hiya Teyon, I don't know the first thing about G-max but couldn't you just select a ring of polys around his waist and extrude them out a bit? If you need seperate geometry you could probably copy and paste them somehow afterwards. The beauty of doing it this way is you don't have to worry about getting the geometry to match his waist, it matches automatically. - Baz


Teyon posted Mon, 30 June 2003 at 5:44 AM

Thanks. G-Max is just like Max actually (with NURBS and some other things missing). My problem with it is that when I use the extrude tool, the model extrudes not just straight but also out. Not a good thing when working in halves because you have to fight to get the extrusion back to the center line. It's annoying. I was hopin gthere was some other way but I see that's the best. Maybe I'll save it for after I attach the two halves. Thanks again!


ElectricAardvark posted Mon, 30 June 2003 at 7:27 AM

Etrude the belt, detach it and weld the seams that flew apart on the extrude. That's how I'd do it.


ElectricAardvark posted Mon, 30 June 2003 at 7:29 AM

oh, yeah...then split it in half again and reattach it so you can mirror the whole figure later on.


BazC posted Mon, 30 June 2003 at 8:30 AM

I would think there must be a tool there somewhere to flatten points on an axis? Another possibility, extrude without moving the geometry (extrude zero?) then move or scale the new points along their normals or radial "y"? Don't know if you have these options though :o(


illicit posted Mon, 30 June 2003 at 9:27 AM

You could also make it on a seperate layer....


pauljs75 posted Mon, 30 June 2003 at 10:11 PM

Export as an .obj or .3ds (if possible.) Get Wings if you don't have it already (it's free.) Put Wings in edge mode. Select an edge segment or segments that run vertical between the edge loops that will define the top and bottom of the belt. Hit G and the whole edge ring will be selected. Then go to to face mode and all the faces defining the belt will be selected. Then you should be able to extract and then extrude the region into your belt. If it needs a little adjustment, perhaps selecting the outer rings of the belt and going to vertice mode and using tighten might work nicely. There may be a bit more to it, but that should work. Dunno much about Max, but I'd suppose you could import the model back in. Or perhaps just import the belt back in and fit it to the original model.


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