Hi,
Ok, this has been really daunting recently ! i have been trying to delve deeper into the world of high poly modeling in 3ds max, not sculpting in zbrush or mudbox.. but hard surface high poly stuff within 3ds max !... here is an example (not my work obviously!)
ok so yea.. i think i could model high poly stuff.. i mean it wouldn't be thaaaat hard doing a super high poly mesh that looked cool! but it would take me months and months! coz i really dont know what tools and options to use within max... at the moment im trying to go from a low poly mesh only using chamfer to make it higher poly... and doing it this way feels soooo wrong and stupid :O i dont know .... i think there must be a plugin that people use or things in max :O i dont think people just keep chamfering everything
or maybe im completely wrong to start from low poly ?
so yea in a nutshell.... how does everyone make high poly meshes in 3ds max ? oh and is it better to go from high poly to low poly, or low poly to high poly.
thanks everyone !
Replies
I like this statement, because it sort of describes a lot of things we have to do to get things to work.
For harder edges make an edge loop close to another it creates a tighter transition. Think of subd as a blob, and to make the blob sturdy you need support. The more edges you add the stronger the definition is. Ideally you would start with a primitive with several segments so they would form nice quads. The problem with this is that it is a pain in the butt to do it this way and it hard to get good results. So just build up your model slowly and keep in mind where you need tight bevels and add more edge loops there. You can use chamfer in combination with subd modeling as well.
Tools I use often
chamfer to position edges if I don't have the option of using connect with pinch and slide.
Connect
Edge contraints lets you quickly slide edges around
assigned shortcut to turn nurms on and off, turbosmooth
Symmetry
No special plugins, even if there was one you need to understand how to use weighting and edges to make your models be hard where you want them and soft at other places. Just try making indents on a flat surface and practice changing directions without making everything look wrong, then when you get the hang of that try it on curved surfaces.
Do a search on this forum there should be a lot of information to help you.
3D Palace has some nice video tutorials on a some ways to approach this.
http://www.3d-palace.com/
Here is a quick basic example. Not sure what version of max you have access to but if it doesn't open try the fbx file. For the fbx just select a row and add turbosmooth, then you can compare what does what. the fbx files imports as an editable, just convert the object to poly if you want.
basic subd example
Alex
http://wiki.polycount.net/Subdivision_Surface_Modeling
but yes chamfering your edges where you want to maintain your shape is key !
it just takes w/e edge(s) you have selected and just splits them into two
thanks guys ! oh and warby yea some real sexy nice work on your webby thanks dude !
if i think i crack this high poly stuff... i will post in here with my result and what i did ;o
Try "Duplicate edge loop" for harder corners. It will insert a new loop on each side of your existing loop. Also insert edge loop is nice for adding single loops.
Bevel works like max's chamfer.
not by default in max, that I know of. There are a ton of scripts around that do this though.