From the course: Game Art: Model & UV Map a Low Poly Character
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Creating the piston support - 3ds Max Tutorial
From the course: Game Art: Model & UV Map a Low Poly Character
Creating the piston support
- [Instructor] As all good models have to start somewhere, we're going to take a minute or two in this exercise to make a start at creating our piston arm, looking first of all at the support that attaches to our robot's head. Selecting our high poly reference mesh in the viewport then, let's click to enter Isolate mode, and make sure that we have a left view in which to work. We can even use the Zoom Extents all command if we need to frame upon the mesh in all of the viewports. Over in the Create tab on the Command panel, let's select the Cylinder primitive and begin the creation process by left clicking and dragging in the left viewport. So it's to set a radius. Then, after releasing the mouse button, drag to set a height, click to lock that into place, and then right click to end the creation process. We can then press the M key so that we can assign our modeling material to the mesh, and then start to make some adjustments to it. Let's come over to the Modify tab and give…
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Contents
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(Locked)
Creating the piston support3m 57s
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(Locked)
UV mapping the support2m 12s
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(Locked)
Creating the support arm4m 38s
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(Locked)
Detailing the end of the arm2m 51s
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(Locked)
Unwrapping the support arm2m 24s
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(Locked)
Building the piston5m 52s
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(Locked)
Mapping the piston3m 48s
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(Locked)
Creating the piston connector4m 51s
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(Locked)
Unwrapping the connector4m 15s
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(Locked)
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