| Task
01: 3D
Modelling tasks begin with an in depth example of 'Box' Modelling.
A powerful technique that is not difficult to learn and adapt
to custom uses.
A vector is used as a template object. Scaling issues are discussed with means to isolate the vector from the effect of editing, while still allowing use as a 'snap' target. |
![]() |
| Task
02: Creation
of appropriate 'Box' geometry and editing to conform the box
to
the shape of the template object. Simpler areas are created
first
to settle the user with this technique.
|
![]() |
| Task
03: Generation
of high resolution meshes from the low resolution 'Control'
object created in the viewport. Propagation of identical settings
betweenn objects.
Smoothing is interactively adjustable in realtime.
|
![]() |
| Task
04: Expansion
of the basic techniques to accomodate objects of more irregular
form.
|
![]() |
| Task
05: Further
expansion of the technique to model surface detail represented by lines
in the bitmap or vector.
The image shows the top of a tied sack, where the template object represents folds as lines. |
![]() |
| Task
06: Means
to increase mesh densitiy when the area to be modelled increases in
size. Also the means to
change direction when required
while maintaining the correct form to create smoothness.
|
![]() |
| Task
07: Review
of the final object and discussion of refinements based on the
cutting needs.
|
![]() |
|
A
photograph of the resulting model being test cut.
Primarily to demonstrate the effectiveness and REAL
application of this technique.
|
![]() |
| Task 08: An example overview of the use of a modifier to re-shape a primitive. Very quick example and an easy introduction to work with other 'Primitive' objects and 'Modifiers' |
![]() |
| Task 09: Building
an assembly with components constructed using primitives and modifiers.
Use of custom shapes derived from existing parts. Precise viewport layout and location techniques. |
![]() |
| Task 10: Adding
simple joints and incorporating them into built geometry. Exploits layout skills from the previous example.
|
![]() |
| Task 11: Use
of primitives, modifiers and iterative cloning functions to
quickly create original decorative elements.
|
![]() |
| Task 12: Construction of a CNC sliding table based on real components and manufacturers specifications and drawings. |
![]() |
| Task 13: Further
work from the virtual build of the sliding table.
|
![]() |
| Task 14: Techniques to represent components like ballscrews, ballnuts, bearings and linear guides. |
![]() |
| Task 15: Introduction
to animation to 'test' motion.
This type of work can be very helpful to confirm motion
envelopes, clearances and conformity with specifications.
|
![]() |
| Task 16: Animation
employed to generate variation in form, size,
rotation and distribution of a decorative form. Employs user
defined paths.
|
![]() |
| Task 17: Combining 3D objects for fast export from gmax using the .MD3 format.
FREE ultilities like 'LithUnwrap' can quickly convert .MD3 files to more commonly used formats such as .3DS, .OBJ and .STL |
![]() |
|
|
|