View Full Version : How to model a screws, bolts etc.
Arlekin
10-26-2010, 03:36 AM
Hello,
So I find myself having trouble with modeling screws/bolts. I have done the cork-screw tutorial etc but I cant modify this technique to suit my needs.
Lets say I have modeled an 8 sided bolt with no screws on it a smooth bolt.
How do I add consistent screws to it? And if I should decide do lengthen or shorten the bolt how to keep the screws intact and logical?
I have tried:
To extrude a > shape extrusion along curve's, lofting, revolve and twist but cant quite make it to work.
I could:
^^^^ revolve this shape and it would give me a pretty nice fake screw but I want a real screw shape.
Any advice is appreciated :dont know
Arlekin
10-26-2010, 03:37 AM
Ah obviously the question is about XSI. I am using 2011 version at the moment if it matters at all.
Ah also these are my first posts in these forums so Hello everybody nice to be amongst you.
Arlekin
10-26-2010, 04:25 AM
This is what I have but this is a positive triangular screw and its not merged to the bolt. So I am interested in how to do the same thing but to the bolt I have or how to merge them so that the V shape is screwed into the bolt (out of bolt's surface).
http://dl.dropbox.com/u/8166977/screw.PNG
Arlekin
10-26-2010, 04:49 AM
Best i could do at the moment is this....
http://dl.dropbox.com/u/8166977/screw2.png
The problem with this is that it is composed of 2 different objects (if its a problem) and it seems to bog down my machine abit for some reason.
(Core i7 920 with 12GB's of DDR3).
Arlekin
10-26-2010, 05:04 AM
allright this is 1 object but Im still not totally satisfied with it as it took way longer than I would have liked. It took so long because I had trouble with transitioning from the end of the spiral/screw to the tip and bolthead. I still think there is a better way of doing it. But not to seem dumb and useless I post my efforts.
http://dl.dropbox.com/u/8166977/screw3.PNG
http://dl.dropbox.com/u/8166977/screw4.PNG
chrisg
10-26-2010, 10:04 AM
Hi Arlekin,
We can't see your images, as they are in your secure drop-box account.
Arlekin
10-26-2010, 07:01 PM
Ah indeed, sorry about the images, it should work now and you should be able to see my progress this far.
Well actually pumpmapped or displacement map is a valid technique aswell. Initially I was thinking about modeled version only but now im interested in every possible way. I think I have managed to get quite ok results, let me know what do you think.
Arlekin
10-26-2010, 07:27 PM
Yeap for a bolt I would flatten it, it somehow just happened as I tested it actually a flat end would have been simpler for me to-do. The main question was how to create a screw/bolthead from 1 geometry I actually suspect that the only trouble I had with this one was also because I used 3 sided screw and turned it into 6 sided bolthead had I used 4 sided shape for creating the screw/spiral it would have been easier/quicker had to battle few n-gons at the transition.
Arlekin
10-26-2010, 07:34 PM
Also this brings me to another question, a while back I was asked to model a realistic plane/planes and i might still continue with this project but modelling a realistic propeller proved to be a real nightmare, I could get somewhat realistic outcomes but nothing I would consider perfect. The problem is they are not linear in the way they twist. I figured it could be done with twist modifier but it only "screwed" things up so I did it by hand but again I think there is a better way. I tried to modify the twist modifier on a curve graph. Anyways what I want/need is something like this:
http://dl.dropbox.com/u/8166977/03_short184.jpg
Arlekin
10-26-2010, 07:45 PM
What I was actually able to accomplish:
http://dl.dropbox.com/u/8166977/short%207%20a.jpg
I am at the moment only asking about the propeller but actually the whole project was a nightmare, because there are no surviving planes and the schematics are unreliable.
Anyway propeller is something that still bugs me a little but where it really stopped me in my tracks was texturing.
It was supposed to run in a virtual booth where you can rotate the whole model and should be reasonably low poly so it wont kill the booths cpu.
What I couldnt do is to figure out how to properly UV map it and include all the lighting etc info into it.
P.S: How good is covnversion between 3ds and XSI currently? With this plane they wanted 3ds files and I managed to convert the basic geometry but is there a reliable way of modeling doing everything in XSI and then porting it into 3ds and having it work afterwards? I figure there should be as they are both owned by Autodesk now.
Arlekin
10-26-2010, 08:19 PM
I would think that the hardest parts were: Tail-fin (had odd shape and it was very hard to get it to look right), radiator grille behind the propeller (has very nice jugend (art noveau)/industrial drop-shaped holes there that were also somewhat hard to get to look right).
Also as I mentioned before texturing/uv-mapping was the real stopping-stone.
If all the textures/materials have to be included into 1 UV/texture map then I found it very hard to figure out how to unwrap it in a simple meaningful way.
So that It would be easy to update decals etc later on if I needed or someone else needed.
The model should also be good enough for some basic rigging/animating (probeller turning/tailfin twisting etc).
In essence it was modeled/or should have been modeled for use in a very primitive low poly game.
I think Im gonna give it another try as there are 20+ such planes to be modeled for a museum exhibition and I would really like to learn/master the art of packaging the whole thing in a neat usable way.
Still the issue remains that they like to work in 3ds but I dont...so I would have to find a way for easy conversion.