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 ... 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17
Making Of 'A Toaster'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star none
(Score 4 out of 5 after 17 Votes)
| Comments 2
Date Added: 9th December 2009
Software used:

Next, apply a shell modifier to the flanged footing.  This will give it some thickness for realism, and you don't even have to mess with the default settings (unless you really want to).  Use your trusty symmetry modifier on the footing (since it's a separate object from the toaster) and alter the settings so that the footing is on the front and back of the toaster.

I used the "align" tool (alt + a) to make my alteration precise, but this action is up to you. 

Here I threw in one more detail for kicks.  You can select an edge along the breadth of your toaster to create a seam.  A seam is the gap in the two major pieces that were assembled at the factory to build the toaster.  This gap can easily be simulated in 3d and can really add to the object's credibility. 

Use the "Extrude" tool on these edges, which will blast the selection inward and create a pretty realistic looking seam.  Adjust the settings so that the seam isn't too deep nor is the gap very wide.  Seams aren't too noticeable, but just enough to be believable.
Note that seams don't interact well with mesh-smoothing so there's one more thing we have to do...

Think of it as a ravine that's been carved into your geometry.  Select the two sides of the ravine (one edge for each side) and use the "loop" button in your sub-object selection rollout; or hit alt + L.  This will select both sides of the ravine which makes life much easier.


Then, set the "Crease" to 1.0, which will instruct 3DSMax to create a hard edge here.  This is important since if 3DSM smoothes this edge it will wreck the whole effect.  Luckily, we're keen on our subdivision modeling and know just what to do in this situation. 


< previous page continued on next page >

First... 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17
Related Tutorials

A step-by-step guide to modeling the base mesh of a low-poly game character Part 1

by Gavin Goulden
published on 2016-03-15

Keywords: swordmaster, zbrush, 3ds max, game, character, mesh, model

rating star fullrating star fullrating star fullrating star nonerating star none (11)
Comments 0 Views 21101

Florence Design Academy - 3D Studio Max Tutorial: Glass Material

by Mario Malagrino
published on 2011-03-16

Keywords: object, glass, teapot,

rating star fullrating star fullrating star fullrating star fullrating star full (84)
Comments 1 Views 37044

Creating a twin tip exhaust pipe

by David Cox
published on 2010-05-04

Keywords: object, car, vehicle, exhaust, pipe,

rating star fullrating star fullrating star fullrating star fullrating star full (2)
Comments 0 Views 39754

ZBrush modeling techniques

by Ali Noori
published on 2015-01-05

Keywords: model, zbrush, marine, strong

rating star fullrating star fullrating star fullrating star fullrating star half (13)
Comments 0 Views 16821
Readers Comments (Newest on Top)
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!
Bradley on Sat, 17 November 2012 11:37pm
you've lost me at the beginning of the material editing.
Add Your Comment..