[Teacher Mufeng] Detailed explanation of 3dMax basketball modeling method

 3dMax football, volleyball and basketball modeling series: basketball modeling. For football and volleyball modeling, the idea is to start with a basic model, use some similarities between this basic model and the final football (or volleyball) model, and after modification and editing, finally complete the modeling of the target model. But following this line of thinking, it seems that there is no basic model (starting model) suitable for basketball. However, this is only a superficial phenomenon. In fact, basketball can also be realized through the modeling ideas and methods of the above two types of balls, but its basic model does not look as intuitive as the first two types of balls, including subsequent editing modifications. The process is slightly more difficult than modeling football and volleyball. Let’s start today’s tutorial!

1. First, we set the unit of the system to millimeters, and then create a sphere with a radius of 123mm and a segment of 16 in the top view:

          

2. Right-click on the sphere object, convert the sphere to "Editable Polygon", switch to the "Modify" panel, enter the "Polygon" sub-object modification, and delete the upper half of the sphere in the top view:

          

3. Switch to the "Vertex" sub-object modification, select the two poles of the hemisphere in the top view, and move it upward a certain distance, as shown in the figure:

    

4. Exit the sub-object modification, select and apply the "Symmetry" modifier from the modifier list, and set the parameters as shown below:

    

5. "Collapse" the sphere into the editable polygon, enter the "Edge" sub-object, and select the edge as shown:

6. Perform "corner chamfer" on the selected edge, chamfer value: 8:    

7. Switch to the "Polygon" sub-object and select the face as shown:

8. Perform "chamfering" on the selected surface, and set the parameters as shown in the figure:    

9. Perform the same "extrusion" on the selected surface twice, and set the parameters each time as shown in the figure:

10. Select the face of the upper half of the sphere in the front view, and "separate" the selected face into independent objects:    

11. In the top view, rotate the lower half of the sphere in the front view 90 degrees along the Z axis:

11. "Attach" the two hemispheres into one object, and "weld" the vertices at the seam of the two hemispheres in the "vertex" sub-object:    

(before welding)

(after welding)

12. Exit the sub-object modification and apply the "Mesh Smoothing" modifier to the sphere. The parameter settings are as shown below:

    

13.OK! Basketball modeling has been successfully completed. As shown in the picture:

(Final effect of model)

              Finally, we can give the basketball model a texture and complete our work.

Guess you like

Origin blog.csdn.net/mufenglaoshi/article/details/135160624