How Do You Make A Hole?

kms2709kms2709 Join Date: 2002-12-14 Member: 10784Members
<div class="IPBDescription">In milkshape</div> There was a post about this a few months ago but i cant find it. Anyone know how to create a hole, or a ring shape using milkshape that doesnt require creating vertices and connecting them to make faces?

Comments

  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    edited August 2003
    Take some eye of newt, some crabgrass and a lock of my hair. Throw it into a cauldron and stir thoroughly. That's how you make an A-hole.

    Oh, you want to make a hole? Well, what kind of hole do you want? A circular one? There's no getting around having to create faces. But you can shorten the amount of work you have to do using the extrude tool.
  • kms2709kms2709 Join Date: 2002-12-14 Member: 10784Members
    One that loonks like a ring. Basically i want to make a ring shape. There was a tutorial on specifically how to without making new faces.
  • PhyPhy Join Date: 2003-03-01 Member: 14163Members
    Uhm... If you wanna model anything serious other than conversions and hacks, your gonna have to make new faces...
  • Daza4Daza4 Kerc Kasha Join Date: 2003-04-06 Member: 15233Members
    *cough* Transparent dll's *cough*
  • rabbityrabbity Join Date: 2003-07-02 Member: 17866Members
    transparent dll's are good only if you wanna make the the model look like its made of paper origami, it has its use on small details but definately not on big ones.
    as for making a "hole", i suggest you learn learning poly by poly modelling, box modelling wont get you far, really.
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    creating vertices and connecting them to make faces is the most basic, fundamental skill in modelling, i'm afraid.
    i'm assuming you meant you want to create a circular ring shape, meaning you don't have to try and place the vertices in a circle, which will result in a circle that isn't a circle. i'll try and explain this simply.

    to create a ring shape:
    -click 'cylinder' tool.
    -change "Stacks" to 1 (unless you are going to do some tapering)
    -change "Slices" to 6, 8 or 12, depending on how high-poly you want it to be.
    -click and drag one cylinder

    -click 'select' tool
    -using "faces" and "by vertex" options, click and drag over whole cylinder (or use 'Edit'->'Select All' from menus)
    -from menus 'Edit'->'Duplicate'
    -click 'scale' tool
    -set x, y and z to 1.10 (scales the cylinder uniformly in all directions- means that the second cylinder will be longer that the first one, but that can be fixed using Select (vertices) and alignment tools)
    -click 'scale' once or twice, depending on how thick you want the ring to be

    -click 'select' tool again, and click anywhere in the viewport, to deselect the second cylinder
    -using the 'select' tool (same options) select the inside cylinder (remember, hold shift and right-click drag to deselect)
    -once you have the inside cylinder (and ONLY the inside cylinder) selected, go to your menus - 'Face'->'Reverse Vertex Order' (this creates the inside of your ring)

    now you have the inside and outside of a hollow cylinder- a ring, if you like. to seal the ends you have to create the faces manually. working in the viewport that shows two circles (one inside the other, unless you have rotated at all this will be the 'Top') just pick a spot and work in once direction. make sure you have 'show backfaces' (right-click menu) unchecked in your 3d viewport, so you can make sure the faces are facing the right direction.

    if you want the faces to face 'towards' you then click the vertexes in an anti-clockwise direction. when you have done one side, use the right click->projection menu to change ends (Top to Bottom, Left to Right etc.)

    hope that was clear enuf <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    easier way to make a 'ring'. make a cylinder like he says above, but then go to extrude, and click the button 'extrude' and then scale it a little larger than the original. then go to edit -> select invert, and it will select the original faces, and then you can reverse vertex order. That should work, ive done it before
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    didn't think of that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> thnx!
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Kaine+Aug 30 2003, 05:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kaine @ Aug 30 2003, 05:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> didn't think of that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> thnx! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    np! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> glad to help
  • kms2709kms2709 Join Date: 2002-12-14 Member: 10784Members
    Hm, im having trouble. Hitting extrude doesnt do anything for me.
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin--kms2709+Aug 30 2003, 08:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kms2709 @ Aug 30 2003, 08:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hm, im having trouble. Hitting extrude doesnt do anything for me. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    it does you just dont see it, thats the point
  • kms2709kms2709 Join Date: 2002-12-14 Member: 10784Members
    should extrude duplicate the selection? since when i then scale it larger, it is the same cylinder, so selecting inverse wouldnt do anything. unless im wrong and thats the point.
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin--kms2709+Aug 30 2003, 08:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kms2709 @ Aug 30 2003, 08:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> should extrude duplicate the selection? since when i then scale it larger, it is the same cylinder, so selecting inverse wouldnt do anything. unless im wrong and thats the point. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    yep your wrong. just trust me it works
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    BAshh, you're forgetting that milkshape doesn't leave the original faces in place when it extrudes...
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    edited August 2003
    <!--QuoteBegin--Kaine+Aug 30 2003, 11:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kaine @ Aug 30 2003, 11:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> BAshh, you're forgetting that milkshape doesn't leave the original faces in place when it extrudes... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    it works for me

    i think i just forgot to say, it has to be an OPEN cylinder
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    edited August 2003
    hmm i had it working once... lemme figure it out

    ok here you go. you make a open cylinder, reverse vertex order, then duplicate the cylender, and reverse vertex order again, then hit extrude and finnally scale it. regroup it and then it works. or you could weld the verticies together. too much trouble i think
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