I will show you how to create hex bolts In today's lesson I will show you how to create hex bolts, which are a common mechanic fastener.
We'll start with a NGon with 6 Sides and a Radius of 50. Move it in the center of the grid.
Add an Extrude modifier with an Amount of 25 and 1 Segment. Convert the geometry to an Editable Polygon or add an Edit Poly modifier. Then go into Polygon subobject mode and select the top polygon. Inset it 17.5 units.
Extrude the inset polygon 100 units.
Switch to Edge subobject mode and select all but 12 white edges as seen in the image above. Chamfer the selected edges 0.5 units. Chamfer the result again, this time 0.1 units.
Add a MeshSmooth modifier with 3 Iterations.
In the Top View create now a Helix with Radius 1: 25, Radius 2: 25, Height: 60 and 1 Turn. Center it to the grid. Move the Helix up until its top goes a bit above the bolt body we built before. Change the Turns value to 15.
Under its Rendering rollout check both Enable in Viewport and Enable in Renderer and set the Thickness to about 3.5 units. Then convert it to an editable polygon and select the bottom end's cap polygon. Extrude it until it no longer intersects with the bolt body.
Select the bolt body and go to the Create Panel > Compound Objects > ProBoolean. Hit the Start Picking button and pick the Helix. Your bolt is finished. That was quick, wasn't it? :)
Source: http://www.oktutorials.com
Sunday, August 5, 2007
3D Studio Max: Modeling a Hex Bolt
Posted by
JakF
at
6:50 AM
Labels: 3D Studio Max
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