Low Poly Mushroom

Low Poly Mushroom The changes we needed to make while following the tutorial were: In the original,they simply changed the sphere segments from 24 to 8, in Blender, set Segments to 8 and Rings to 4 to duplicate their settings The ‘tab’ key takes you into edit mode To select the “loop” of faces in Blender, change to face select mode, then Alt-RightClick By default, Blender will not extrude along normals, so Alt-e and choose Region (Vertex Normals) When they “Create HyperNURBS” we add a Subdivision Surface modifier I then added the subdivision modifier with 2 iterations The original tutorial can be found here....
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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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Tip – Extrude Inward Evenly

Tip – Extrude Inward Evenly Here’s a tip for Maya that is much easier in Blender. The changes we needed to make while following the tutorial were: Instead of having to manually snap/align/drag the vertices, simply extrude the four top faces “in place” then… using “individual origins” for the pivot point,  scale the new faces in evenly. To fix the errant two vertices, you could edge slide them by hand, but a more accurate method is to snap the cursor to the vertex you want to align them to, then… simply scale along the needed axis to evenly align these vertices to the “3d cursor” pivot point. 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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