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Joan of Arc: Leg Armour

By Michel Roger
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Date Added: 24th March 2010
Software used:
3ds Max

With the end of the knee protection

Make a primitive Cylinder 8 segments

Apply a rotation of 1/16 of turn i.e. 22.5° to the y axis

1014_tid_image1e.gif
1014_tid_image2e.gif1014_tid_image3e.gif

1014_tid_image4e.gif
Adjust the form with non-uniform scale to preserve symmetry.

With the 3DSnap activated at MidPoint, insert vertecies as in top on the right.

Adjust the new vertexes like above (Move on axis Z and non-uniform Scale on axis X for User).

1014_tid_image5e.gif1014_tid_image6e.gif

1014_tid_image8e.gif
With the 3DSnap activated at MidPoint, insert vertexes as in top on the left.

Use Chamfer Edge to duplicate the edge.

Adjust the round-off.

1014_tid_image10e.gif1014_tid_image9e.gif

Extrude and Bevel the polygon.

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Repeat the operation once more.

Adjust the vertexes to obtain this form.

1014_tid_image13e.gif
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Extrude and Bevel twice like above.

1014_tid_image17e.gif1014_tid_image18e.gif

For face adjust the vertexes to obtain this form.

1014_tid_image20e.gif1014_tid_image21e.gif1014_tid_image22e.gif

Make the edges visible in red and Chamfer Vertex to still insert a polygon and to finish the round-off.


1014_tid_image24e.gif1014_tid_image25e.gif1014_tid_image27e.gif

Make an instance copy of the model and place it in the correct possition on the knee of the body model

Continue to model the original object and the copy will be updated in real time.

1014_tid_image28e.gif1014_tid_image29e.gif1014_tid_image30e.gif1014_tid_image31e.gif

Reduce the thickness of the dimensions and extrude the polygon twice to obtain the result above.

1014_tid_image33e.gif1014_tid_image34e.gif1014_tid_image35e.gif

Move the vertexes to obtain these dimensions and check the result on the copy in position.

1014_tid_image36e.gif1014_tid_image37e.gif

Lastly, on the back part of the object, extrude and Bevel to form a hollow.

Finish by applying Make Planar to this polygon.



 
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