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    Simple Industrial BAT Techniques


    nihonkaranws

    This tutorial is aimed at teaching anyone competent with Gmax or 3DSmax techniques for making simple industrial BATs. Please note that this is not a tutorial for a beginner, you must understand the basics of BATting prior to following this tutorial. These are techniques that I use for my industrial BATs, and my thoughts on them, so it is not necessary to follow each section through to the end.

    In the tutorial, you will learn to use mesh to your advantage, as well as specific settings to simple objects, and the manipulation of them through all viewports.

    Part I: Modeling a chemical tank

    In the first part, I will teach you the basic modeling of a chemical tank. You may be looking at real life examples, and thinking 'this seems impossible!'. Well, don't fret, it isn't. ;-) All you need is a bit of practice, and enough time on your hands to follow this tutorial.

    Our goal is to make a detailed and well-textured chemical tank, like so:

    goal_mb_rend3.jpg

    ----->>> So, lets start off. In the top viewport, create a cylinder. We will use different setting than default to attain what we want.

    Give the cylinder the settings: radius: 7, height: 32, height segments: 9, cap segments: 1, sides: 40.

    sim_p1_1.jpg

    Now we will turn it into into a tank. Start by switching to front viewport, and choosing the 'Edit Mesh' modifier in the righthand panel.

    Make sure your cylinder is selected when you do this.

    sim_p1_2_a.jpg

    sim_p1_2_b.jpg

    Now click on the expand button to the left of the 'Edit Mesh' modifier, and choose 'vertex'.

    Next you should select all the vertices on the very top of the cylinder, and scale them down with the 'select and scale' tool.

    sim_p1_4.jpg

    sim_p1_3_a.jpg

    sim_p1_3_b.jpg

    Continue to adjust each level until you get a nice shape, similar to that of a chemical tank. If you don't get it right the first time, you may always adjust it until it looks okay.

    Then move the levels up or down to make the shape like the following:

    sim_p1_5_a.jpg

    sim_p1_5_b.jpg

    Now that we have the basic shape, let's go on to the details. We will start by adding some rings to keep it nice and sturdy.

    In the top viewport, create a tube directly above our tank, with the following settings: radius 1: 7.2, radies 2: 6.8, height: 0.5, height segments: 1, cap segments: 1, sides: 40.

    sim_p1_6_a.jpg

    sim_p1_6_b.jpg

    Now duplicate the tube and move up by 4m. Keep doing this until you get to the the taper beginning.

    sim_p1_7_a.jpg

    sim_p1_7_b.jpg

    Now, create a box in the top viewport, with the following settings. Then position it so that it is at the edge of the cylinder (as shown), and between the top and bottom rings.

    sim_p1_8_a.jpg

    sim_p1_8_b.jpg

    Now duplicate the new tall box, and move it to the opposite side of the cylinder. Select the two (hold ctrl to select multible objects at once), and duplicate through rotating from the top viewport, and rotate 90 degrees. Now select all of the tall boxes, and duplicate by rotation and rotate 45 degrees. Now select them all once more, and rotate duplicating half of 45 degrees (22.5).

    It should now look like this:

    sim_p1_9_a.jpgsim_p1_9_b.jpg

    You may now want to choose a nice concrete or metal texture for these beams. Don't texture the main cylinder yet, though.

    Let's go on to the railings. In the top viewport, create a cylinder, with a small radius (for a railing) and about 1.5m tall. Use the same ration duplication method as you used for the support beams, to create a circular railing for the top. Move one of the original tubes up to create a rim forop. Then create a torus to finish it off:

    sim_p1_10_a.jpgsim_p1_10_b.jpg

    You may use the same techniques that you have just learned to make a nozzle/spout for the tank, or leave it as it is.

    Now, to end this part of the tutorial, we will texture the tank.

    Find a nice texture. I like to use leaky concrete textures, since I think they look okay. For now, let's use this texture here:

    ConcreteLeaking0018_S-1.jpg

    Apply this new texture to your tank, and go modifiers > UV coordinates > UVW map, and choose cylindrical. Now edit the 'Gizmo', and use your move and scale tools to adjust the position and size of your texture.

    sim_p1_11_a.jpg

    sim_p1_11_b.jpg

    There we have it! Our tank is mostly done. You may want to add a bit more, but everything concerning the tanks can be made nicely with the methods used and applied in this tutorial.

    Make a nice render of your tank, and you are finished!

    funal_chemicaltank_rend.jpg

    Be sure to check back soon for the next part in the series!


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    User Feedback


    Bryan623

    Posted

    Can somebody finish this?

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    harishna

    Posted

    finish what?

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    Lot Creator

    Posted

    This is very helpful, thanks.

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