CompuServe Thread

#SIMPLE OBJECT (?)

11 messages in this thread
#126170From: PHIL RADELATSep 29, 1994 5:48 AM
Hi folks. I was trying to make a basic object the other day, and I got stumped. Not using this software for over a year, I can't remember if there's an easier way to do this. I was attempting to make an old '60's-style TV set, and immediately got stumped just trying to make the front of the tube. At first I tried subtracting a cylinder from a box. Definitely no good. Then I tried using 2d scale on a sphere generated with the "number of sides" (or whatever that's called) setting maxed. While this got me the "front curve" of the tube by squishing the top view with 2d scale, I couldn't squish it in front view into a rectangular shape with the rounded corners typical of TV screens of that time. I tried selecting and adjusting various faces or vertices, but, no good. I tried freehand-ing a shape in the 2d shaper, to bring into the lofter. Forget it. So, what I thought was going to be a simple object has me stumped. Just exactly how do I make a slightly rounded rectangular shape with smooth rounded corners, and rounded front\rear? Somehow I feel this is a lot simpler than I think, but as I said, I haven't used this software in a while, and don't remember all the possible options. Thanks for any help with this.
#126215From: ALAN IGLESIASSep 29, 1994 10:55 AM
Hi Phil, I think I read once that the face of many CRT's are actually sections of spheres (it also said Sony Trinitron CRT's are sections of cylinders). That being said, I drew the shape of an old, kinda oval shaped TV tube in the Shaper and lofted it along a straight path. In the Editor, I created a nice big sphere and tesselated it with edge tension until the detail was enough to support the size if the screen I was looking for. Then I intersected the "tube" object dead-center with the sphere object and did a boolean intersection. After a few trys (mostly for face detail and scale) I got what I thought was a pretty good representaion of an old TV tube. In the past I think I've whipped up a modern CRT screen merely by creating a 2D grid plane with Grids.pxp, and simply bending it around 2 axes until it was properly bulbous. The rounded edges were implied by the bezel of the monitor mesh itself. Hope this helps, -Alan
#126374From: PHIL RADELATSep 30, 1994 2:58 AM
Thanks for your reply. I now remember why I stopped using 3DS!:D It's amazing what you have to go through sometimes just to make a simple object. Anyway, I'll try your suggestion, and see if I can come up with something useful. Thanks again for your reply.
#126421From: ALAN IGLESIASSep 30, 1994 9:36 AM
>>…amazing what you have to go through to make a simple object in 3DS…<< On the contrary. It took me about 5 minutes to create the TV screen (two different ways), and that *includes* coming up with a way to do it. It was fast, easy, and simple. And from what I've seen from r4 (in Orlando), a complex curve like this will take you about 3 seconds using the patch modeler. I think what's amazing is the amount of options you have to build things in 3DS. -Alan
#126238From: CSA/CASep 29, 1994 2:18 PM
Phil, I think there's an example loft file of a TV tube, created using FIT, in the 3DS sample files installed with your software. Kevin Krell – Computer Support Associates
#126375From: PHIL RADELATSep 30, 1994 3:00 AM
Thanks for your reply. I'll check out the files to see what's there.
#126826From: Jack DeathOct 3, 1994 1:31 AM
>>So, what I thought was going to be a simple object has me stumped. Hi, thought I do a little tutorial <BG> I'm sure YOU don't need it, but somebody else might. How to model a TV-Tube: 1. In the shaper, draw a quad, you now have a rectangle with vertices at the corners. at each corner, insert a vertice above and below: || \/ . .__________. (at the top-left side vertices are inserted) ——> . | | | .____________. 2. Now you can turn the corner vertices into curves, adjust them to your liking. You now have the frontal view of the tube itself. If you want to model a complete picture tube, create a 12 vertice circular n-gon. Scale it only in the y-direction till it is a litle smaller than the picture tube rectangle. Do the same in the x-direction. You should have a rather fat elipse now. Create another 12 vertice n-gon and leave it circular, it will be used for the narrow "end tube" of the picture tube. Rotate both elipse and circle so their first vertices coincide witht the first vertice of the rectangle. (Make sure you display "first" and set the axis' to the polygons centers before you rotate) You now have everything you need to loft a picture tube. 3. Select the rectangle as a shape and go into the lofter. Place the rectangle on the path and center it. Go to the next vertice on the path and repeat the procedure. Do that again. You should now have 3 rectangles on the path. Scale the first one a little smaller then the second, the third a little smaller than the second. Move the vertices closer together, this will be the front of your picture tube with a round, soft, glassy border. If you're not doing a complete picture tube go to step 4. Otherwise, place the sqashed n-gon circle (elipses) on the next vertice of the path and move and scale them so they form the back "bulbous" part of the tube. Then place the circular n-gon a little further down the path and another circular n-gon at the last vertice. Make sure that you center all shapes on the path while you're doing this. (Insert vertices on the path where you want to place shapes, it lets you place the shapes where you want, not where they happen to be.) 4. Select straighten path to make sure that it is a perfect line. Set the steps and loft. (steps and loft settings like tweeen are up to you, depends on just how detailed you want your mesh) 5. In the editor, create a 32 sided l-sphere big enough that your picture tube fits into it. Do all of this in the left view port. Now move it so it's centered on your tube. 2-d squash it flat along the x-axis to the point of curvature you want on your tube. Move the squashed circle so it just ovelaps your front part of the picture tube and shows the curvature extending in front of it that you want your tube to have. Double check your positioning in the front viewport. Make a copy of your front picture tube part and hide it. (You do this by shift-clicking it during a move, without actually moving it). Go to create and do a boolean on the the objects. Select the front part and the squashed sphere and select intersection. You now have only the curved front part. If you messed up, delete the new object and unhide you "old" front piece, you're ready to try again. Or, better yet do a "hold" before the boolean. 6. Render and admire your fantabulous new piece of art. <G> You're done… That was easy, now wasn't it? The whole deal should take no more than 15 min. Aren't you glad you bought 3D Studio? <BG> Check out the tvtube.3ds, it has an example TV tube I did just the same way as described above. I actually made it 2 Elements, the frontal part of the tube (in case you only needed that) and the "tube part". If you want to just use the front, detach it and delete the back part. Assign the 3D-cell to the red selected front and render, you'll love it, it really looks like a glass front (even in the corners). I hope that helped you out, have fun with your 3D Studio, Jack PS: I uploaded the file as "tvtube.zip" . PPS: Sorry for the typos, but it IS late…
#126614From: Kouros MoghaddamOct 1, 1994 12:02 PM
Phil, Allan is right. If I'm correct, Just make a 2D grid in editor, select left 1/2 faces of the grid and put an axis in dead center, bend the selected faces. Now do the same with with right, top, and bottom 1/2's. Stick this object to a cube and yougot a tv in 2 minutes. There are many ways to do it. -Kouros How goes IT Alan?
#126691From: ALAN IGLESIASOct 2, 1994 10:01 AM
Going OK, Kouros… -Alan
#126733From: PHIL RADELATOct 2, 1994 5:37 PM
Thanks. I'll try that one out. I suppose one of the problems with modeling in 3DS is the fact that you have different ways of doing the same thing, and the simplest approach isn't always apparent, especially with low time on the software as I have. Thanks to all of you for your help.
#126938From: Kouros MoghaddamOct 3, 1994 5:57 PM
>>I suppose one of the problems with modeling in 3DS is the fact that you have different ways of doing the same thing, and the simplest approach isn't always apparent, especially with low time on the software as I have. Thanks to all of you for your help. << Phil, You are right, there are many ways of modeling. But that's the same way with other programs as well. And I'd say that I really appreciate the way 3DS allows me to model in different ways. It makes me kind'a flexible. -Kouros