From the course: Game Art: Model & UV Map a Low Poly Character
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Building the piston - 3ds Max Tutorial
From the course: Game Art: Model & UV Map a Low Poly Character
Building the piston
- To make a start at modeling the piston arm that we want next, let's select the high poly-reference mesh that we have in the view port, enter isolate mode, and then hit the zoom extends all button, if needed. We can start with the head of the piston here, and work our way back, and so let's come to the create tab, and select the cylinder primitive option, and then, in the left view port, create a basic cylinder. If we do not have a left view port, we can simply hover the cursor over a view, and press the l key on the keyboard. We might also need to use the zoom extends all button again to frame up on our geometry. After we have created our cylinder primitive, we can apply our modeling material to the mesh, and move on. We will want to customize this, so let's set the radius of our cylinder to 1.8 centimeters, the height to three centimeters, height segments to one, cap segments to two, and the sides we can set to eight. We are lowering the segment count here, so as to make it easy to…
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Contents
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Creating the piston support3m 57s
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UV mapping the support2m 12s
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Creating the support arm4m 38s
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Detailing the end of the arm2m 51s
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Unwrapping the support arm2m 24s
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Building the piston5m 52s
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Mapping the piston3m 48s
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Creating the piston connector4m 51s
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Unwrapping the connector4m 15s
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