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- Creating a Pulley Using Meshsmooth -

Tutorial written by Tom.Klejne for http://www.3dspline.com. (For any questions, feel free to contact me)

This tutorial is designed for virtually any skill level If you do not understand something, use max's help (F1). This tutorials primary function is too help give you an understanding of how meshsmooth works, and how to control it. Although this is a fairly long tutorial, the modeling of this object can be completed in 5mins.
If you already know your way around max, you can probably do this from just looking at the pictures. :)
1. Create a tube in the Front viewport with 11 height segments and 12 sides as shown in Figure 1.0. The height segments will help control the meshsmooth modifier and keep it from over-smoothing, and the reduced sides will allow us to work easily and efficiently with a simple mesh.


Figure 1.0


2. Go into the modifier tab, click "more...", find the "edit mesh" modifier and apply it too your tube.

3. Go into the "sub-object vertex" mode, in the Top viewport select the 2nd and second last line of vertexs and Non-uniform scale them on the Y axis until they are close too the first and last line of vertexs as shown in figure 1.1.


Figure 1.1


4.
Follow step 3 until you have pared up all the lines of vertexs as shown in Figure 1.2


Figure 1.2


5.
Still in the Top viewport, select the middle 4 vertex lines, Non-uniform scale them up on the Y axis a bit, then uniform scale them in the Front viewport until you get something like Figure 1.3

Figure 1.3

-
You have now finished the outside portion of the pulley, you may meshsmooth it and tweak the vertexes in the "edit mesh" stack until you are satisfied with the current results.

6.
Go back into the "Edit Mesh" stack and go into the Sub-Object polygon level. In the Front viewport select the polygons shown in Figure 1.4.

Figure 1.4


7.
In the Top viewport, make sure you only have the VERY middle row of polygons selected. Now "extrude" those polygons and use some "bevel" as shown in Figure 1.5a, 1.5a, 1.5b.

Important note: There is, a common bug in 3dsMax. If you get your faces twisting in all directions when you extrude. Do this: Before doing the extrude that twists your polygons, click "hold" then "fetch", and continue working. If that doesn't work You can also collapse the stack into an editable mesh then continue.


Figure 1.5a

Figure 1.5b

Figure 1.5c


8.
Still In the Sub-Object polygon level Select the polygons as shown in Figure 1.6 and press the "delete" key too delete them, we don't want any hidden polygons when we go to weld our mesh.
Note: When selecting anything, use the following keys with the drag selection to help you... "ctrl"-To add too selection and "alt"-Too subtract from selection.


Figure 1.6

9.
Now the welding begins, Weld the 3 groups of vertex's on the outside part of the middle as shown in Figure 1.7. It is a good idea to use the Non-Uniform scale to bring the vertexs close to each other before welding. IMPORTANT: Make sure you do not weld the vertex's in the z axis, This would cause problems.

Figure 1.7

10.
Still in the Front viewport select the rest of the vertexs that are in the middle piece as shown in Figure 1.8. Non-Uniform scale them in the X and Y axis until they all meet into a point in the middle, then click the weld selected button and you should get something that looks like Figure 1.9

Figure 1.8

Figure 1.9

11. Were almost done, For some extra detail, select the 6 faces in the middle and extrude them out a bit as shown in Figure 2.0

Figure 2.0
12. Now apply the "Meshsmooth" modifier with as many Iterations as you wish, Apply a texture (I used chrome) and your done! :). Now you should have a better understanding of MeshSmooth and the EditMesh modifier

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