From the course: Game Art: Model & UV Map a Low Poly Character
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Creating the drive shaft, part 2 - 3ds Max Tutorial
From the course: Game Art: Model & UV Map a Low Poly Character
Creating the drive shaft, part 2
- Continuing on from Part One, we are ready now to add the connects and cuts that will allow us to match our mesh here to the guide cylinder that we have been using. Let's jump out of Polygon Sub-Object mode then, and holding down the Control key, select our guide cylinder. And again, quickly exit and then re-enter Isolate mode, as we don't need to see the high poly mesh in the view for the time being, and keeping there would, well, only make it a little bit harder for us to tell exactly what we are doing. Coming into Edge Sub-Object mode then, we are going to click on our vertical edge on our first bevel command here, and then press Alt + R to select the ring. Coming into the Loops panel, let's Shift + click on the connect tool, and you can really see what it is that we are wanting to do as we look in the left view port here, which is to line up with the edge intersection on our guide cylinder that we see occurring. Let's slide this into place then, whilst keeping an eye on both our…
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Contents
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Creating the hub7m 16s
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(Locked)
Shaping the hub4m 22s
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(Locked)
Unwrapping the hub5m 42s
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(Locked)
Creating the drive shaft, part 14m 49s
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(Locked)
Creating the drive shaft, part 22m 28s
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(Locked)
Using symmetry modifiers to keep the shape6m 4s
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(Locked)
UV mapping the drive shaft3m 49s
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(Locked)
Building the drive cylinder4m
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(Locked)
Using guide objects5m 36s
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(Locked)
Detailing the drive wheel5m 1s
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(Locked)
Finishing off the drive wheel3m 44s
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(Locked)
Setting up UV maps for the wheels3m 26s
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