Free 3ds Models | 3ds Max Plugins | Free Video Tutorials | Texture Links | 3d Studio Max | Free 3ds Max Tutorials | 3d Links | Game Ready Models & Files
Login
Username or e-mail:

Password:



Lost Password?

Register now!
Main Menu
Advertisements
Indie Games
Visit IndieGameDev.Net!

Modeling weld spots

by Daniel Buck
http://www.danielbuck.net/

This tutorial will show one way to model weld spots onto cylinders, like a tube chassis for a vehicle, or anything where 2 metal pipes are welded together in real life. Taking the time to model the weld spots adds to the realism of the model, more so than 2 pipes just "resting" together.


Start out with your pipes (cylinders) arranged where you want them (intersecting).


now make a tube with about 18-30 sides, 1 cap and 1 height segments. place it near where you want the weld to be around the pipe (I have moved a copy of it to the center so you can see it)


turn the tube to an editable poly or mesh, and move the vertexes to fit the intersection of the pipes.


basically, just move (from a side view) the vertexes to a "u" shape to fit. Each different angle of the pipes will require you to adjust the weld mesh to fit.


now put a mesh smooth modifier of 2 iterations. (2 usually works for me). you can see that we have something that looks like a weld spot now!

the only thing left to do now is to move some of the vertexes around to get a "blob" look to the weld spot. click back to the editable poly/mesh and start moving them around


you should get something like this (adding edges where you need more blobs) the edited weld spot is on the right, notice that it looks much more like a real weld spot than the one on the left.

you can probably get a decent shape using the noise modifier instead of moving the vertexes by hand, but I like to have full control over the weld spot to get the exact look I'm going for.


a wire view (with no mesh smooth)


rendered

There is always more than 1 way to model something, you may want to try using a noise modifier to give the weld a random look. I have also seen a technique that used particles to create the weld spots.

A note of caution, a scene with many weld spots can bog down Max fairly quickly. you may want to back off to just 1 meshsmooth iteration if this happens.

© Daniel Buck
Used with permission. Max-Realms.Com

Recent 3d Renders
going to war.png
2008/11/11 14:04
Renderdude
overkill.jpg
2008/10/8 7:52
Razoorsharp
mifgt.jpg
2008/9/29 19:24
Renderdude
ffg test for game.png
2008/9/29 19:05
Renderdude
coke head.jpg
2008/9/29 18:45
Renderdude

Advertisements
Personal Use Only


Sponsor
Visit Novedge for 3ds Max!
New Video Tutorials
New 3d Models
Donations
Support Our Site!
Make donations with PayPal!
Donat-o-Meter Stats
November's Goal: $15.00
Due Date: Nov 30
Gross Amount: $3.00
Net Balance: $2.58
Left to go: $12.42

Donations
Anonymous ($3)
Who's Online
17 user(s) are online (1 user(s) are browsing Tutorials (Folder))

Members: 1
Guests: 16

alonmax, more...
New Members
xxxvader 2008/11/19
bitcore 2008/11/19
drunkdrak 2008/11/19
jack177 2008/11/19
goosepz 2008/11/19
zdesigner 2008/11/19
maarush 2008/11/19
mcd0we11 2008/11/19
Landesvater 2008/11/19
acristallini 2008/11/19
 ©2003-2008 by David N. Goodman. MaxRealms, Max-Realms, Max-Realms.Com and any variation including the pronunciation of "Max Realms" are legal trademarks. All Rights Reserved.