From the course: Game Art: Model & UV Map a Low Poly Character
Unlock this course with a free trial
Join today to access over 22,600 courses taught by industry experts.
Creating the piston connector - 3ds Max Tutorial
From the course: Game Art: Model & UV Map a Low Poly Character
Creating the piston connector
- [Instructor] As already noted, we are ready now to create the last modeling piece for the chapter. And so, let's select the last part of the high poly reference mesh for the piston arm, and use the isolate command. Follow by clicking the zoom extents all button in order to frame up on the geometry. Over in the create tab, let's click to create a cylinder and then drag that out in the left viewport so as to create a random radius and height. We can then customize this and so let's give it a radius of 1.7 centimeters, a height of one centimeter, height segments of one, cap segments of two, and then, finally, set the sides value at 12. After which, we can add our modeling material to the low poly mesh. We can align this to the high poly geometry by pressing the Alt + A keys and then by clicking on the high poly mesh itself. Now, because of the high poly geometry's pivot point placement, we can set the current object to use the center option. And the target object to use the pivot point…
Practice while you learn with exercise files
Download the files the instructor uses to teach the course. Follow along and learn by watching, listening and practicing.
Contents
-
-
-
-
-
-
(Locked)
Creating the piston support3m 57s
-
(Locked)
UV mapping the support2m 12s
-
(Locked)
Creating the support arm4m 38s
-
(Locked)
Detailing the end of the arm2m 51s
-
(Locked)
Unwrapping the support arm2m 24s
-
(Locked)
Building the piston5m 52s
-
(Locked)
Mapping the piston3m 48s
-
(Locked)
Creating the piston connector4m 51s
-
(Locked)
Unwrapping the connector4m 15s
-
(Locked)
-
-