From the course: 3ds Max: Hard Surface Modeling

Creating the sphere

- [Instructor] Having covered quite a lot of ground in our course so far and having created some reasonably detailed, hard surface pieces for our model, what we want to look at now and some ways in which we can go about creating some simpler elements, specifically the two screw heads that fasten into the respirator valve here. To do this we are going to start with a box, and simply because this will give us much better topology with which to work. Producing less polygons than would a regular sphere and which of course also has polls or pinch points at the top and bottom. A box will also give us a much more regular mesh than we would get using something like a geosphere. To get started then let's create our box. Now it doesn't matter about the dimensions here. We can then right click to exit creation mode, and then come over to the modify panel and set the length, width and height parameters to the same value. In this instance I'm going to use 5 centimeters. We then want to add an open sub div modifier, set this to a value of two and then turn off the ice line display option as this sometimes has a bug where once we collapse the mesh down the ice line display gets baked in meaning we can no longer see the actual vertices and polygons that make up the mesh. We then we want to add a relax modifier, setting the relax and iteration values to one. And then we are going to apply a spherify modifier just to make sure that what we have here really is a perfect sphere. If we zoom extensile now and isolate our selection we can right click and convert our mesh to an editable poly. Jumping into polygon_object mode let's switch to the front view port and select the entire bottom half of the sphere and then hit delete. In element_object mode let's select the entirety of the geometry, hit R to enter the scale mode, and then scale this down in a single axis around about 57% just to give us a kind of screw head shape. Jumping into border_object let's select the bottom border and then whilst holding down the shift key scale down on all axes just to create a bit of a lip. We can then press W to engage the move tool and move the border down a little so that we get a little bit of occlusion on the geometry and once brought our screw head up to something. We can then exit sub object mode and then add a name to the geometry so that we will know exactly what it is. If we press F4 now we see that we have perfect quad topology on top of our screw meaning we are now ready to go ahead and add some champfers to it.

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