Currently Browsing: 3DS Max

Bowling Pin

Bowling Pin The changes we needed to make while following the tutorial were: I added the bezier curve, dragged it to match the supplied image then used the Mesh to Curve (Alt-C) function Blender uses the spin tool in the Transform flyout (be in edit mode and select all vertices) to sweep it through 360 degrees, remember to remove any duplicate vertices I then added the subdivision modifier with 2 iterations (as per the original tutorial) and applied it Texturing is done quite differently that 3DS Max so I’ve included the YouTube link I followed to apply the texture I chose to use the Cycles Render for the first time The original tutorial can be found here and for the Blender Texturing here....
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Classic Ashtray

Classic Ashtray Here’s another 3DS Max tutorial that we’ve done in Blender. The changes we needed to make while following the tutorial were: In blender, there is no need to convert the starting cylinder to an editable poly To inset the top polygon, use the ‘e’ to extrude in place then scale .85, then ‘e’xtrude down the 6.5 units For the two chamfer operations, we used the bevel modifier with the Weight Limit Method, set the “Width” parameter as per the original tutorial, and set the “Mean Crease” and “Mean Bevel Weight” to “1.000”.  You need to remember to exit edit mode before applying the modifier The original tutorial can be found here...
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Making Roof Tiles

Making Roof Tiles Here’s a tutorial for 3DS Max that works in Blender. The changes we needed to make while following the tutorial were: To create the bend in the single tile, I created an empty, and applied the “Simple Deform” modifier using the empty as the “Origin”. This let me get around the “Z-axis” default of the modifier. I also enabled the “Relative” checkbox to make it work properly. In the tutorial, they “Bent” in 90°, and in Blender’s “Simple Deform” I found a Factor of -1.5 gave me the proper result. For the arrays, I first did an X offset of .825, then applied another Array modifier with a Y offset of .9 and a Z offset of .5   The original tutorial can be found here...
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Twin Exhaust

Twin Exhaust Here’s a quick simple tutorial for 3DS Max that works in Blender. The changes we needed to make while following the tutorial were: Instead of creating a tube in fig 4, simply selected the two edges and used the “f” key to fill in the face In fig 10, the transform-shear simplifies what the original author was doing In figs 13 & 14 selecting the relative faces and “f”illing them with a face like above Blender doesn’t (natively) allow one to bevel an edge, so Ctrl-R combined with sliding and scaling the resulting edge loop accomplishes the same thing The original tutorial can be found here...
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Step Stool

Step Stool Here’s a quick simple tutorial for 3DS Max that works flawlessly in Blender. The changes we needed to make while following the tutorial were: Creating a primitive cylinder, you cannot dictate the initial segments, so some loop cuts were needed to get the starting geometry. Target welding vertices can be cumbersome at times, but Alt-M L after selecting the two vertices does the trick. Inset & bevel are replaced with extrude & scale, combined with Ctrl-R and multiple cuts for dividing the top into the various “texture” rings. Blender uses “Spin” instead of lathe when creating the bumper. This was a modelling tutorial, so the material was made roughly the same, without spending too much time trying to duplicate the original finished image. The original tutorial can be found...
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