str8g8 on 19/8/2008 at 12:49
Yeah, stay away from booleans when it comes to modelling for games at least, they are too messy.
You can achieve what you need to do with two extrusions of the top of the cylinder.
massimilianogoi on 19/8/2008 at 14:16
Quote Posted by str8g8
Yeah, stay away from booleans when it comes to modelling for games at least, they are too messy.
You can achieve what you need to do with two extrusions of the top of the cylinder.
that is? explain me what extrusions I have to do, please.
massimilianogoi on 19/8/2008 at 15:28
Quote Posted by Ziemanskye
Select the first one, go back the first tab (with the build buttons for the cubes and stuff) - it's got a drop down a the top, change that to "Compound Objects" and select boolean.
Somewhere underneath there'll be a button for "Select Operand B" (or something like that), so click that button, and click on the inner tube, and as long as the Operation value is set to right thing, you'll cut one shape out of the other (I think it calls is De-intersection)
Sorry Ziem, but I see no De-intersecion here :( :
Inline Image:
http://img141.imageshack.us/img141/1137/38467056uf6.jpg
Renzatic on 19/8/2008 at 16:20
I'm sick as a dog today, so don't hold me to it, but when I wake up again, I'll try to track down a copy of Gmax and show you the step by steps on how to make your piece.
Ziemanskye on 19/8/2008 at 16:54
Subtraction will do here, it's the same thing, I just wasn't sure which name they used, because well, I don't tend to actually use booleans, but as long as you keep things simple and neat they shouldn't cause you too much trouble.
You should also set the smaller cylinder to only have one height segment though, otherwise you may end up just wasting more polygons.
As you can probably tell given my, Renzatic and now Str8g8's comments though, there's a lot of different ways to achieve the same result in most of these modeling programs. For example -
Str8g8's way (I think):
Grab the top of the cylinder, extrude it, scale it down, then move it to the same height as the top of the cylinder (which basically does the same as the Inset button you may/not have), then extrude again in the other direction to recess the face into the top.
massimilianogoi on 19/8/2008 at 17:35
Quote Posted by Ziemanskye
Str8g8's way (I think):
Grab the top of the cylinder, extrude it, scale it down, then move it to the same height as the top of the cylinder ...
Now there's the question: how can I EXACTLY move something to the same height to another thing??? In T3Ed this is more intuitive, there's a regulable grid, and snapping to grid is automatic, here... :erg:
Renzatic on 19/8/2008 at 21:15
See those magnet icons along the top menu? Those are you grid snap tools. But with booleans, you don't have to have your secondary shape flush with what you want to subtract. You just have to have your polygon shape as deep as you want to cut. For instance:
(
http://users.chartertn.net/greymatt/boolean1.jpg) If you boolean subtract the smaller (wireframe) cylinder from your main cylinder..
(
http://users.chartertn.net/greymatt/boolean2.jpg) ...you get this shape
See. It doesn't have to be perfectly aligned. It just subtracts where the 2 cylinders intersect, which is enough to get you your shape.
Anyway. I just got through installing the 3DSMax 9 trial. I'll come to terms with it right fast and tell you exactly how to make your shape without resorting to booleans.
In the meantime, download a few tutorials. These programs aren't known for being easy on newbies. The way you're approaching things, you'll just frustrate yourself and eventually get burnt out.
Renzatic on 19/8/2008 at 21:51
Alright...this is Str8g8's way in pictures. This is probably the best way, since I'm not sure if Max 5 has the inset option. Also keep in mind that Max ain't my forte here, so I might be taking extra steps.
1. Make your cylinder, 8 sides, 1 height segment, 1 cap segment.
2. (
http://users.chartertn.net/greymatt/max1.jpg) right click on your cylinder, go to convert to, and select "convert to editable polys".
3. (
http://users.chartertn.net/greymatt/max2.jpg) Once you've done that, go over to your selection options and choose "polygon". With that selected, click the top face of your cylinder
4. (
http://users.chartertn.net/greymatt/max3.jpg) Now, with your top face selected, hit the extrude button and drag your mouse up a tiny bit. Your end result will be something like this...
5. (
http://users.chartertn.net/greymatt/max4.jpg) With that done, deselect extrude and move up to the scale tool along the top bar. In perspective, left mouse click and hold in the center of the triangle and drag until you're happy with the size
6. (
http://users.chartertn.net/greymatt/max5.jpg) With that done, select the move tool just 2 spaces down from the scale tool, with the center face selected, use the manipulator handles and move it down til it's flush with the top of your cylinder.
7. (
http://users.chartertn.net/greymatt/max6.jpg) Lastly, with your center face still selected, hit the extrude button again, and drag it down as deep as you want to go. After that, you're done
Once again, I really suggest you get some tutorials. Buzz3D has some great ones that'll help you come to terms with the interface and tools at your disposal.
And stay away from Booleans. :mad:
massimilianogoi on 19/8/2008 at 22:24
:joke: why all this hate for the booleans?
Renzatic on 19/8/2008 at 23:17
Because they're sloppy. The most efficient way to model is to keep your geometry separated into quads and, to a lesser extent, tris. They're easier to manipulate, easier to predict what shape they'll take when you start getting subpatches and subdivisions, and when you're doing models for games, they triangulate perfectly.
When you play with booleans, you always end up with tons of ngons (a fancy way of saying polygons with more than 3 or 4 vertices). Those don't subdivide well, can't be used by any game engine whatsoever, are hard as hell to clean up, and can eventually bring alot of errors into your models.
Booleans do have a place, like when you're dealing with high poly meshes and whatnot. But until you're good enough to get to that point, I'd suggest staying away from them. For now, they'll bring you nothing but heartache and headaches.