When modelling the mass
relays, I learned an unpleasant lesson: The number of polygons in a
cylinder
matters. I began the
top and bottom halves with a simple cylinder, which I converted to an
editable poly and extruded into the correct shape. Unfortunately, I
was unable to extrude parts of the model - this cost me a lot of
time, as it wound up being not entirely circular, and I probably lost
at least an hour of my time by trying to fix this - I wound up having
to add in a whole other cube, instead of extruding a section for the
bottom. The result doesn't quite look perfect, especially towards the
loop end of the relay, where it doesn't match up to the rest of the
part very well, but it would take far too long to re-do the entire
shape of the relay.
Learning
from my mistakes, I ensured the number of polys in the second
cylinder matched up nicely - this side of the relay progressed far
more quickly. Lesson definitely learned: Plan ahead the number of
polygons in a primitive before
converting it to editable poly.
Some
amount of modelling later, I was left with this:
Clearly something is
not quite right here. The very top and the very bottom of the curve
is smooth, and the rest is not.
http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-FF7D7633-03AD-4427-821A-65F8AC484CDD.htm,topicNumber=d30e177574,hash=WS73099CC142F48755-1257E12111BF108800E348C
Some research gave me
this link, leading me to the conclusion that the smoothing
groups had the model smoothing over the shallow curves there, but not
the rest of the model. The top half of the model was easy to do (Auto
Smooth worked perfectly), but of course the tricky bottom half of the
model wasn't as easy.
The shape looked a bit
squashy here, so I did some editing, and when Auto Smooth didn't
work, I had planned to turn on smoothing groups at random, and try to
work out a pattern until I got it right. Luckily for me, the first
two I turned on sorted the problem out entirely, leaving me with no
need to investigate further:
The model is still not
quite finished - there are some small parts left to model, but they
won't take long.
After this, I did some
research on the spinning rings in the centre, since they'll
inevitably need animating - and since it's a simple rotation, it
shouldn't be hard to figure out. I used the following link to analyse
the mass relay:
https://www.youtube.com/watch?v=bGr9T1k8QOY
This provides a good
close-up of the spinning rings - the inner one spins on the Y-axis in
the screenshot. Meanwhile the whole lot spins on the Z-axiz, as shown
in the following screenshot:
This will require a bit
of planning, and two separate animations - I know how to do it in
Unity, unfortunately that's not much help here. I'm sure I can work
out how to do it in 3DS Max, though - a simple matter of going over
last semester's notes on animation. Thankfully, the lovely
slow-motion close-up of the Alpha Relay in the Arrival DLC for Mass
Effect 2 gives us a lovely image of the two rings spinning. 0:50 in
the video is the best example of this.
The model is currently
missing only a few small spindly parts, then I'll call it complete.
These shouldn't take long at all to model - a few cylinders ought to
do the job. After that, I'll provide a full analysis of what I've
done right and what I've done wrong (plenty) in creating this model,
along with the previous two. My progress so far: