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Making Of 'A Toaster'

By Guy BlueSummers

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Date Added: 9th December 2009
Software used:
3ds Max

Here, we need to set the center of our toaster to the center of the toaster model.  When we created the box, 3DSMax expects its pivot point to be the base of the model.  That is not the case here, so we need to reset the pivot to the center.  Under the "Hierarchy" tab on your command panel, click "Affect Pivot Only" and then click "Center to Object". 

649_tid_10.jpg
One of the qualities of many inorganic objects is that they're perfectly symmetrical; so let's take advantage of that fact and only work on half the model.

Apply a "symmetry" modifier to your object, from the modifier rollout and adjust the settings so that it mirrors the side you are working on to the side you're not working on.  As a word of caution, be sure to pick which side will be your focused side, and stick with it. 

649_tid_11.jpg
Within the side of choice (mine is the right side), go ahead and make another connection and chamfering.  This will dictate where the toast slot will be located on the toaster.  We extend the edges all the way around the toaster because if we did not, there is a possibility that the veritable 'end' of the area of detail will create an artifact with T-smooth.

649_tid_12.jpg


Here you can see that I've selected the polygon inside the toast slot and I've used the "extrude" function on it.  You can find Extrude just above "bevel" under the "Edit Polygons" rollout.  I'm extruding it inward a small distance first because mesh-smooth would give strange artifacts if it were deeper at this point.  We do this for the same reason we gave our box edges during the "Building Basics" section.

649_tid_13.jpg




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Readers Comments (Newest on Top)
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(ID: 167253, pid: 0) Bradley on Sat, 17 November 2012 11:37pm
you've lost me at the beginning of the material editing.
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