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3D Tutorial: Creating an eyebolt in 3ds max  
Product information Product ID: 30725
Author: The3dStudio.com | Author's web site
Added on: 5/4/2007
Downloads: 1632
Keywords: free 3ds max tutorial modeling creating models learning training
Category: Tutorials > 3ds max > Modeling
Summary: Creating an eyebolt in 3ds max 3D Tutorial
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3D Models, Textures, and Stock Photography Eyebolt.jpg
3D Models, Textures, and Stock Photography Eyebolt2.jpg
3D Models, Textures, and Stock Photography Fig 1-0.jpg
3D Models, Textures, and Stock Photography Fig 1-1.jpg
3D Models, Textures, and Stock Photography Fig 1-2.jpg
3D Models, Textures, and Stock Photography Fig 1-3.jpg
3D Models, Textures, and Stock Photography Fig 1-4.jpg
3D Models, Textures, and Stock Photography Fig 1-5.jpg
3D Models, Textures, and Stock Photography Fig 1-6.jpg
3D Models, Textures, and Stock Photography Fig 1-7.jpg
3D Models, Textures, and Stock Photography Fig 1-8.jpg
3D Models, Textures, and Stock Photography Fig 1-9.jpg
3D Models, Textures, and Stock Photography Fig 1-10.jpg
3D Models, Textures, and Stock Photography Fig 1-11.jpg
3D Models, Textures, and Stock Photography Fig 1-12.jpg
3D Models, Textures, and Stock Photography Fig 1-13.jpg
3D Models, Textures, and Stock Photography Fig 1-14.jpg
3D Models, Textures, and Stock Photography Fig 1-15.jpg
3D Models, Textures, and Stock Photography ThrdDispl.jpg
3D Models, Textures, and Stock Photography ThrdDspl.jpg

Full description
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IMPORTANT: To view the tutorial with larger images and screen shots please download the PDF or XPS files.
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This tutorial was written exclusively for The3dStudio.com by Rick Johnston of Dreamscape Studios (Member Link).

*** Creating an eyebolt in 3ds max ***

Eyebolt Tutorial

This simple tutorial will provide you with a piece of mesh that you can modify to use in building a detailed bolt of any type and walk you through a simple process of building an eyebolt using this mesh.

The process will be as follows:

1. Build the threads
2. Add the shank of the bolt
3. Add the point of the bolt
4. Add the Eye of the bolt.
5. Add materials

Build the threads

You are provided Thrdmesh.max in this tutorial download. Open this file.

Save the file as Eyebolt

It should look like Fig 1-0

Fig 1-0
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Image shows original thread mesh model as provided in this tutorial

Select the mesh and copy it upward and align it exactly with the original mesh. See Fig 1-1

Fig 1-1
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Image shows the 3 copies correctly stacked one on top of the other

Repeat this twice more so that you have three copies of the mesh and the original all perfectly stacked. See Fig 1-2

Fig 1-2
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Image shows the objects after stacking is completed and alignments are checked

Select the original mesh. Now select the create tab on the menu. Then select the compound objects from the box just below. Click on the Boolean Button just below that. In the parameters rollout below click on the radio button to turn on Union. Select the Pick operand B button. Now select the copy of the mesh just above the original. See Fig 1-3

Fig 1-3
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Image shows stack of threads in process of Boolean to union them

Repeat this process. Select the Boolean Button and then click on the button Pick Operand B. Select the second copy just above the two Boolean meshes below. Select the Boolean Button again, the click on the Pick Operand B and select the next piece of mesh up.

When you have completed the Boolean function on the mesh, covert it to an editable mesh. See Fig 1-4

Fig 1-4
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Completed Boolean Shown above

Add the shank of the bolt

Now we need to create a non-threaded shaft above the threaded portion. Create a cylinder. This cylinder should have a radius of 52.00 and a height of 120.00 2 cap segments, 5 segments in height and 40 segments around. Position this cylinder so that the bottom edge is flush with the top edge of the lowest side of the threaded mesh. See Fig 1-5.

Fig 1-5
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New Cylinder created and added to the top of the threads

Now edit the mesh of the cylinder. Select all the middle vertices and scale them closer together then move them down toward the bottom of the cylinder. See Fig 1-6.

Fig 1-6
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Image shows rows of vertices have been moved down toward the bottom of the cylinder for editing

Beginning at the bottom level of vertices, use the uniform scaling tool and scale the vertices to 05 of the original diameter, weld them. Select the next level of vertices and pull them closer to the bottom. Scale these vertices down to 88% of their original diameter. See fig 1-7.

Fig 1-7
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Image shows editing of vertices in process. Second row of vertices are now shown being scaled to proper diameter.

Select the next level of vertices and move them only slightly down, scale them to 95% of their original diameter. See Fig 1-8.

Fig 1-8
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Image shows third row of vertices being edited.

Select the third level of vertices and pull them down very slightly.

Add the point of the bolt

Deselect the mesh. Copy the Cylinder down to the bottom of the threaded part of the shaft. Scale the entire cylinder to 90% of its original size. Then edit the mesh as shown using the move tool and the scale tool. See Fig 1-9

Fig 1-9
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A new copy of the new cylinder is made and aligned at the bottom. Then vertices are edited to form point at bottom.

Now select all of the vertices except the top level and hide them. Now delete the top level of vertices except for the outermost vertices. See Fig 1-10.

Fig 1-10
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Final shape of the point is defined in this image. The interior vertices of the top surface have been removed.

In the front view Zoom in on the top edge and working from right to left align the vertices with the bottom edge of the threaded mesh. Also align them with the closest intersection. See Fig 1-11.

Fig 1-11
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Editing the vertices positions on the top row are made to align them exactly with the lowest rows of vertices on the threaded mesh above.

Now working from the left view follow the same procedure as you did above. See Fig 1-12

Fig 1-12
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Vertices editing is continued from three views to complete the correct alignment on all sides.

Again follow the same procedure and us the back view. Makes sure all the vertices are aligned properly. Collapse the cylinder to an editable mesh.
Now Boolean the threaded shaft and union it to the modified cylinder below and on top. Collapse it to an editable mesh. See Fig 1-13

Fig 1-13
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This image shows the final editing of the last vertex and the final shape of the lower point.

Add the Eye of the bolt

Create a Torus

The radius1 should be 200, radius 2 should be 52.00, with 40 segments and 40 sides.
Position the Torus so that the center of the bottom quad is flush with the top surface of the upper shaft. See Fig 1-14

Fig 1-14
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This image shows the added torus as defined in size and mesh and correct position.

Select the shaft and union the torus to the shaft. Convert it to an editable mesh and name it eyebolt. See Fig 1-15

Fig 1-15
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The three parts have been Boolean Unioned and are now completed.

Add materials

Now assign a metal material to the eyebolt of your choosing from the 3D Studio Max library. I used a black plain metal.

Now add lighting, background and try rendering. You should get results similar to shown below.

www.The3dStudio.com

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