'3D Studio MAX'

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'Making of a Toaster '
by Guy BlueSummers-3DT

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Simply use the “Cut” tool (remember alt + c) and connect the corner edge to the floating vertex you see in the edges we just created a moment ago.  This creates more four sided polygons and limits any artifacts caused by the mechanism slot hole during smoothing! While we’re left with a five sided poly, it’s damage is now quite limited. 

Hurrah!


Select all the polygons on the side of the pull-down handle.  We’re going to inset those polygons to make sure we prevent any over-smoothing of that sub-object later on.  Otherwise it would be too smooth and rather unbelievable. 


Create a cylinder with the settings given in the image.  This will become the knob you turn to determine what level of darkness you want your toast.  It’s a keen little feature we should include for the sake of realism.  It’ll only take a minute or two.


At this point, collapse the symmetry of your toaster.  We’ll be adding asymmetrical details from this point on, and it would be silly to have two toaster-setting-knobs anyway.  ;)




3D-environment


A lot of things happened since the last image, so allow me to explain.  Select your toaster and choose “Attach” which is located in the Edit Geometry rollout.  Use the attach tool to attach the cylinder to the toaster.  Then, select all the polygons along the circumference of the knob and extrude them a small ways to simulate little grippies on the knob.  Finally, select the edges about the circumference and connect and chamfer the edges as shown in this image to constrain the mesh-smoothing.


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