Hello everyone!
I'm new here, and I've taken the opportunity to create this thread because I am learning how to model highpoly in 3DS Max. Keep in mind that this is my first time modeling with Turbosmooth, so I am essentially flying blind. Any help you could give me would be greatly appreciated.
Without further ado, here is my WIP P99:
Furthermore, here is the mesh on Turbosmooth is working:
As you can see, there are still bits that I need to model (such as the little spheres on the handle, the front and back of the slide, the sights, and the magazine).
Once the highpoly is done, I plan to remodel it lowpoly, then bake maps onto that.
Replies
As this is going to become a portfolio piece, I wanted the highpoly to look nice and presentable.
:thumbup:
Curious is all.
I thought it went without saying, but I'll say it anyway: This looks great! Hope to see the rest of it!
A lot of problems and ideas for how to fix the shading problems can be found here.
I dont have much time to go over all of this stuff atm, and I might not be able to get back onto PC for a while, but check up on that thread and I will see how far you have gotten by the time I get back on.
and yes, floating geometry will save you a lot of headaches
watch racer445's ak tutorial it'll give you some great tips
One thing you could do, If remodel a high poly with clean topo over the top of ur current model with the help of the new max tools.
Good luck mate , keep it up
this is a great thread, if you haven't seen it:
http://boards.polycount.net/showthread.php?t=56014
but yea, floating the majority of those details will make work faster and take take of a lot of those issues
I made one similar to that. I wouldn't use floating geometry unless it's an emergency. It makes the AO bakes look goofy if you do it too much.
Definately cut into the mesh the way you are doing.