Now I must sound like a total n00b but how do you geniuses get stuff to stick so well together when you model it? I mean it can't all be skill
In the image below (by earthquake) he's modelled the gun holsters flush with the legs / trousers, and then went on to model a freaking jacket with perfect alignment to the body model. I must be missing something here, whats the secret?
(btw I like the fact that this 2d and 3d discussion area is in much more use than before, it warms my cockles guvnor!)
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You could do stuff like the leg holsters by modelling an extra row of faces around where you want the holsters to be, then duplicating those faces to a new object and extruding them out from there, so they'd be an entity in their own right, but perfectly flush with the existing geometry.
I think Daz has mentioned before he sometimes models stuff separate from the character (like bags or belts) then uses deformers to match them to the character's surface, approximately. That way would also make it easier to uvw-map and alter an object's geometry, especially if it's an instanced object that you're using with deformers applied.
Apart from that, I guess it's all down to moving polys and verts around so that it looks about right
Model the watch as is, but then of course you don't really know exactly how the strap should go. So make an instanced copy, and rotate that version into place. You can then work on a combination of the original without transforms or its copy ( either has its advantages ) to make the strap fit snugly.
Splines and surfaces also work great for fitting things to each other, not sure what the equivalent in max would be.
But it always comes to down to tweaking in the end. These are just tricks to get you there faster.
Then you can use the place highlight mode (its in the align drop down)to place the grid parallel with the surface. Then you can activate the grid, and you can change the view to grid, or any view relative to the grid. You can also set coordinate systems to grid and more. Plus, anything you make occurs on the grid too. you can have several grids in action and voila. Im sure maya has something similar, right guys?
Im sure maya has something similar, right guys?
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Was that meant to be cheek?! It would have been better If this thread didn't get too software specific. That sounds like a neat gimmick, but I don't find that I'm held back by Maya when modeling.
I had no idea about he heler grids, tho sometimes if i am working at an odd angle i will make a dummy object and rotate it in the posistion and then use the "pick" coordinate system and select the dummy as my coordinate ref so i can move things along its local axis.