Purpose: Detailing the Dynamite Time Bomb.

Objective: To reinforce a few advanced techniques already covered, and learn a few more.

Create Rubber Bands


Now that we have a Dynamite Pack created, let’s continue along by adding some detail to our pack.

  • Get > Primitive > Curve > Circle
  • Rotate the Circle along the Y Axis to Y-90 (hold shift for snapping)
  • In the right view scale the circle down to about .75 in all axises (so that it is just touching the dynamite packs.

As we have done previously, we are going to create a 2nd circle to act as the profile in which we extrude our first circle from.

  • Get > Primitive > Curve > Circle
  • Scale it down to about .15 in all axis’
  • Reduce the subdivisions to 8 in the object properties window and close it when finished
  • Adjust the scaling of the points to resemble the following shape:

  • Return to object select mode and ensure this circle is still selected.
  • From the Main Menu, Model > Create > Poly. Mesh > Extrusion Along Curve
  • Now that your mouse says PICK underneath it, select the first circle that is wrapped around our dynamite sticks.

  • To modify the band so that it does not intersect with our dynamite so much, select the first circle we created via the explorer window (which is easier than trying to select it from a camera/orthographic view).
  • Scale the circle to your preference. Keep in mind a little intersecting will look okay on the model, no intersecting at all may not look very good in fact, so keep a bit.
  • You can also scale the profile circle if the band is too thick or wide for your taste.
  • Duplicate the band using CTRL D and position the 2 bands so they do not cover the writing.

Now that the bands are complete, let’s move on to creating the Circuit Board and Keypad.

Before we do though, it is a good idea to save our scene.

Create Circuit Board & Keypad


  • Get > Primitive > Polygon Mesh > Cube
  • Scale it down to about X: 0.83, Y: 0.57, Z 0.03
  • And Translate it so that it is centered and flush against the dynamite sticks, about:

X: -0.0015, Y: -0.013, Z: 2.861

Note: I also repositioned the left band to the edge of the model.

  • Press 3 to activate the Render Toolbar set
  • Modify > Texture > Add > Image
  • Under Texture Projection, select New > Planar XY
  • Verify that the test texture displays correctly before moving on
  • In the Material properties window under Image, select:
  • New > New From File > Path: Advanced 3D Design > Pictures > Circuiti.jpg

Now that our circuit board is created, let’s add a keypad to its surface.

  • Return to Model Toolbar by pressing 1
  • Get > Primitive > Polygon Mesh > Cube
  • Scale it down to about X: 0.29, Y: 0.42, Z 0.05
  • And Translate it so that it is flush against the circuit board and on the left side, about:

X: -1.76, Y: 0, Z: 3.09

  • Press 3 to activate the Render Toolbar set
  • Modify > Texture > Add > Image
  • Under Texture Projection, select New > Planar XY
  • Verify that the test texture displays correctly before moving on
  • In the Material properties window under Image, select:
  • New > New From File > Noesis Path: Advanced 3D Design > Pictures > Keypadi.jpg

Bevel the Keypad


  • With Raycast Polygon Select, select the front face of the keypad
  • Right click the polygon and select Bevel Component
  • Still using Raycast Polygon Select, select the inner face and translate it forward a bit.
  • And Scale along the Z axis a bit as well to elongate the face.

Scale Texture Support

  • Open Explorer (8) and expand the highlighted (selected) cube
  • Select the Texture_Support
  • Press X to scale the texture directly, and use V to translate
  • Press spacebar to return to selection tool, and use V to move keypad back into the circuit board so that only a tiny lip is present before the bevel begins on the keypad.

Create Keypad Buttons


  • Return to Model Toolbar by pressing 1
  • Get > Primitive > Polygon Mesh > Cube
  • Scale it down to about X: 0.049, Y: 0.057, Z 0.044
  • And Translate it so that it is flush against keypad and lined up in front of the 1 key, about:

X: -2.34, Y: 1.08, Z: 3.154

  • Enter Raycast Polygon selection mode and select the front face of our button (facing away from the circuit board). Right click the face and select Bevel Component.

Press 3 to activate the Render Toolbar set

  • Select the button in Object select mode
  • Modify > Texture > Add > Image
  • Under Texture Projection, select New > Planar XY
  • Verify that the test texture displays correctly before moving on
  • In the Material properties window under Image, select:
  • Since we have already used the keypad material, select it from the Image drop down

Scale Texture Support

  • Press Alt 7 to open the Texture Editor
  • Drag a selection box around all the points in the Texture Editor and Press X to scale them inwards. Scale and translate the points to rest on top of the 1 button in the texture.





  • In object selection mode, duplicate the button and translate it over on top of the number 2 on our keypad.

Note: You will notice that our number 2 texture does not line up correctly on our button. So we will need to adjust it.

  • Press Alt 7 again, zoom in to locate the 8 blue points of our 2nd button, select the points, and translate them over so that the 2 is in the center of our points (as we did on the first button).
  • Repeat this process one more time for our 3rd button.

Note: Fit the texture on our buttons in whatever style that pleases you. If you want to include more of the surrounding black area and shrink the digits smaller, feel free to do so. You might want to translate half of our 8 points downwards so that our button texture is more of square then a rectangle like so:

Now that we have a row of 3 buttons completed, we will duplicate them 3 times for the remaining 9 buttons.

  • Select the top 3 buttons in Object selection mode and press CTRL D to duplicate them.
  • Translate the duplicated buttons downwards to cover the 4 5 and 6 on the keypad.
  • Again we will need to manually adjust the texture projections on each button using Alt 7 (Texture Editor). Select each button 1 at a time to achieve this.
  • Repeat this for the remaining 2 rows of buttons and our keypad is complete!

Create Timer & Batteries


  • Press 1 to activate the Modeling Toolbar
  • Get > Primitive > Polygon Mesh > Cylinder
  • Translate the cylinder out and rotate it 90 degrees on the X axis
  • In the object properties window set the Base and V Subdivisions to 1 and set the U subdivisions to 19 and the height to 0.5
  • Then translate the object back on to the circuit board
  • Scale the cylinder to about 1.4 across all axis’
  • With Raycast polygon select mode, select the front facing polygons and right click to Bevel Components.
  • Press 3 to activate the Render Toolbar set
  • Select the object in Object selection mode
  • Modify > Texture > Add > Image
  • Under Texture Projection, select New > Planar XZ
  • Verify that the test texture displays correctly before moving on
  • In the Material properties window under Image, select:
  • New > New From File > Path: Advanced 3D Design > Pictures > Timeri.jpg

Scale Texture Support

  • Open Explorer (8) and press F to find the cylinder7 object (which should be highlighted).
  • Expand cylinder7 and select the Texture_Support
  • Press X to scale the texture directly
  • Return to Object Select Mode and scale the timer down so that it does not stick so far out.

Now that our timer is completed, let’s create the battery pack.

  • Press 1 to activate the Modeling Toolbar
  • Get > Primitive > Polygon Mesh > Cylinder
  • Translate it out a bit
  • Set the V and Base to 1, the height to 5 and the radius to 0.5
  • Duplicate the cylinder and translate it to the right 2 times (so that we have 3 cylinders next to each other that are barely touching)
  • Select Raycast polygon and select the inner faces of the batteries that are touching, and press delete.

  • Press spacebar to return to object select mode (all 3 cylinders should be selected)
  • From the Main Menu Bar, Model > Create > Poly. Mesh > Merge
  • Now select the 2 inner edges facing us using Raycast Edge Select :

  • And translate those inwards just a bit.

Note: You may notice that we still have the original 3 cylinders as well as the final merged object we created.

  • Open up explorer, press F to find our currently selected object, polymsh2
  • Expand polymsh2, and again expand Polygon Mesh component
  • Select the Merge Meshes component and click on the Hide/Unhide Input

Note: This hides the 3 original cylinders from our scene.

  • Now using Ray Cast Edge select, select the inner 2 edges again, and scale them down a bit.
  • Do the same for the middle edge, but scale it down less than the 2 edges we just scaled.

  • In the Merge Meshes option window we should still have open, press the delete button to delete the input operators (the 3 cylinders) from our scene.

Since we created the Merge object away from the Origin point of the scene, you will notice the Translate tool shows up inside our dynamite time bomb if we select our battery pack.

  • This can easily be fixed by clicking on the COG (center of geometry) button at the bottom of the Transform menu with our battery pack selected.
  • Rotate the battery pack -90 degrees on the Z axis, translate its towards the circuit board, and scale it down till the size seems right, it should look roughly as follows:

  • Press 3 to activate the Render Toolbar set
  • Modify > Texture > Add > Image
  • Under Texture Projection, select New > Planar XY
  • Verify that the test texture displays correctly before moving on
  • In the Material properties window under Image, select:
  • New > New From File > Path: Advanced 3D Design > Pictures > Battery_Packsi.jpg

Scale Texture Support

  • Open Explorer (8) and expand the highlighted (selected) polymsh2
  • Select the Texture_Support
  • Press X to scale the texture directly, and use V to translate as needed.
  • Spend some time fine tuning the texture (so that no white from the battery is showing)

Freeze Objects

  • Drag a selection box around the entire dynamite pack so that all separate objects are selected and press Freeze under the lower right Edit menu.

Final Tweaks for this Module


  • Rotate each dynamite stick so that the writing is a little easier to read on each one and so it looks more realistic (and so that we can see the explosive warning on each stick better).

  • Save your model at this time with a new name, such as Timebomb_02

In the next module we will finish up the detailing of our Dynamite prop Model.

  • Feel free to save your work in the Scenes Directory under Haus of Mapping Curriculum Project Path.

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