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Old 10th March 2008, 08:44 AM   #1
cycras
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Default spider mech

hey well this is more of a help thing cos im very new (only just finished my 2 week trial period and will buy on friday) and im creating a spider mech thingo as you can see... kind in this photo (very unfinished)



and you see that very bland thing on the backwith is kinda the spiders tail, well, im thinking of adding spikes evenly all over the back or somthing simular but more mechish, and i was wondering how ould i do that without having to hand place about 200 diffrent spike type things, soo how would i do that?? cos ATM i only now how to use the tools like bevil, and stuff, but i presume for this i would ned a plug in or somthing
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Old 10th March 2008, 08:48 AM   #2
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Default Re: spider mech

Not really mate, AC3D already has a spike feature installed, its the 7th feature down in the surface menu. Try that see what you think, or may i also suggest greeble. check your tools menu for that feature it looks a but complicated but its very simple, just fiddle for a few mins i am sure you will get the hang of it. good liuck, i look forward to seeing the end result!
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Old 10th March 2008, 04:29 PM   #3
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Default Re: spider mech

You could try simple cones. But it looks good so far!!!
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Old 12th March 2008, 04:38 PM   #4
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Default Re: spider mech

Looking sharp! You could also try the replicator tool on the tools menu, it let's you automatically place or rotate things in a fixed pattern.
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Old 13th March 2008, 08:44 AM   #5
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Default Re: spider mech

hey, im a bit further now but im stuck again, im up to here


heres what its gonna look like, i tryed the spike idea.... didnt look too good,


but my problem is i want to make a perfectly cuirclualr hole in a flat trainular type piece, for some were on the legs is what im thinking, soo is there a way to put a cilinder in and cut from another piece using that shape?? so its perfectly closed in on the cilinder?
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Old 13th March 2008, 09:51 AM   #6
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Default Re: spider mech

Theoretically you can use the boolean tools to do that, but I find they screw up your model more often than they actually help it.

My suggestion is to select the poly in the space you want the leg to come out of. Use the surface extrude, remove original, cap end, to create a hole in the middle. Add vertexes, cut the surfaces, make the middle poly into a circle, then delete it, and extrude the edges.

I've included a picture of all the steps to better illustrate.
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Old 13th March 2008, 10:26 AM   #7
cycras
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Default Re: spider mech

thnx, for you help, and to like every 1 here being all kinds of helpful, its making its crazy easy to get better :mrgreen: (mrgreen!)

Last edited by cycras; 13th March 2008 at 10:27 AM. Reason: mr geen! he dunna work nun
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Old 15th March 2008, 09:28 AM   #8
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Default Re: spider mech

k, its kinda finished now, minus the glitches that happened while i was using my slow comp that ill porb fix up, also no rendering but dought i will render it for a while, heres a phew picks




yer but like i said it started to get glitchy towards the end and start to forget surfaces when duplicated like here
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Old 15th March 2008, 09:35 AM   #9
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Default Re: spider mech

Okay, so, spiders totally freak me out, but this is still awesome XD
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Old 15th March 2008, 03:31 PM   #10
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Default Re: spider mech

Yeah, looks like some of the normals flipped on you there when you extruded. Hate it when that happens. Long as you're not going to be rendering it in anything fancy, you can make them go away by just setting everything to 2 sided polygons.

Otherwise, you got a lot of flipping to do...
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