Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
First ... 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 ... Last
Making Of 'A Toaster'

By Guy BlueSummers

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(2 Votes)
| 159790 Views
| 0 Comments
| Comments 0
Date Added: 9th December 2009
Software used:
3ds Max

Here you can see the end result. By connecting each pair, we have created new polygons! This area is probably the hardest part of this entire toaster. 

649_tid_33.jpg
For our next trick, we have to close up the holes we've created in the sides of the mechanism slot.  To do this, use your "Boarder Select" mode, and click on an edge surrounding the hole.  Max will automatically detect the hole and select the entire boarder.
Neat huh?  Click "Cap", which is highlighted in the image, and it will seal up the hole with a single polygon.

649_tid_34.jpg
Next, we need to connect all the edges that are around the circumference of the toaster through the mechanism slot.  We'll do this by selecting the ring of edges inside the mechanism slot that resulted from our vertical Shift-Drag operation (remember?). 

649_tid_35.jpg
In your front or side viewport (depending on how you created your toaster) you'll need to carry out some delicate operations.  Use the "Connect" tool to create 3 connections across the edges you selected in the earlier image. 

649_tid_36.jpg


Take each of these sets of edges you made and adjust them so they're pretty much where they belong across the mechanism slot.  They should be close to what the edges along the side of the toaster look like.

You can see that it's just a matter of moving them around.  No need to be perfectly precise; subdivision modeling is surprisingly forgiving on co-planar faces like these.

649_tid_37.jpg




< previous page next page >
 
First ... 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 ... Last
Related Tutorials

Tutorial

Gallery Image.



Keywords: object, weapon, gun,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (7)
Comments 1 Views 53091

Tutorial

Gallery Image.



Keywords: character, object, machine, toaster, battle,

Go to galleries 1
rating star nonerating star nonerating star nonerating star nonerating star none
Comments 0 Views 37738

Tutorial

Gallery Image.



Keywords: 3dsmax, poly modeling, character

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star none
Comments 0 Views 9589

Tutorial

Gallery Image.



Keywords: Animation, Rigging, Transformer, Decepticon, Modeling, Lighting

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 17970
Readers Comments (Newest on Top)
avatar
(ID: 298124, pid: 0) Igor Vig on Tue, 16 September 2014 11:23pm
I actually have gone trough this tutorial some years ago when I was starting with 3DMax and I stumbled on it now accidentally .But I remeber how much it meant to me then,because after this unsuspecting litlle tutorial I was able to model tons of new things,it really was a small revolution for me.So just wanted to say THANKS to Guy and to let novices know that the object modeled in a tutorial does not have to be fancy and cool in order for the tutorial to be super easy to follow and educational.Thanks!
avatar
(ID: 167253, pid: 0) Bradley on Sat, 17 November 2012 11:37pm
you've lost me at the beginning of the material editing.
Add Your Comment