I was looking at Kevin Johnstone's tutorial about using the grid in max and making Lego type pieces. He said he used the bend modifier, but I am having trouble how he achieved both domes using it. Any idea on how he did it?
Yah I can stick to the grid but in his tutorial he uses individual bricks. Oh by the way I meant to post this in technical talk not general so I apologize for that.
Using bend modifiers instead of a chopped sphere will ensure that you can use the dome pieces with your other curved pieces with perfectly matched UVs for the modular set. I don't really see any advantages to using a sphere instead.
Getting the surface curvature like this on high-poly pieces instead of the easier-to-wrangle lowpoly geometry is generally something you should only do for presentation renders of your highpoly, rather than part of your actual game environment art process. After all, the idea of the modular set is to use one tiling texture on a variety of surfaces. And it's much easier to generate that tiling texture using the simple uncurved basic modular piece. However you can still use the bend modifier to do this on instanced high-poly bricks by applying the modifiers to the whole group of instances at once.
As a side note, try playing with the position of the Bend widget and the Limits values to have more control over how things fit on a grid.
Oh yea I guess that makes sense. I was a little confused by the "block out level meshes" and didn't see a reason to make the UV's align on simple blockouts when grey boxing. I seem to remember the that causing some confusion when he first put those out.
If you've moved to high/low creation its a good idea, especially if you're manipulating a set of high poly objects. However you still have to be careful because you can sill wonder off the grid fairly easily with bend modifiers if they aren't snapped to the grid, even precise numbers don't always land on the grid.
Can't you just use paths to deform a mesh and arrays to control the number sides?
That's quite a bit more work, less accurate and won't squash things quite like a bend modifier would. You are also left creating bends by eyeballing it unlike with the bend modifier you know exactly that its bent 90 degrees. BUT you may not want the squash that a bend modifier puts on things in that case, it might work to do it the long way.
so basically what your saying is to scuplt and bake out the brick normals and apply that the low poly model. I then can then bend the low poly into these types of shapes?
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Getting the surface curvature like this on high-poly pieces instead of the easier-to-wrangle lowpoly geometry is generally something you should only do for presentation renders of your highpoly, rather than part of your actual game environment art process. After all, the idea of the modular set is to use one tiling texture on a variety of surfaces. And it's much easier to generate that tiling texture using the simple uncurved basic modular piece. However you can still use the bend modifier to do this on instanced high-poly bricks by applying the modifiers to the whole group of instances at once.
As a side note, try playing with the position of the Bend widget and the Limits values to have more control over how things fit on a grid.
If you've moved to high/low creation its a good idea, especially if you're manipulating a set of high poly objects. However you still have to be careful because you can sill wonder off the grid fairly easily with bend modifiers if they aren't snapped to the grid, even precise numbers don't always land on the grid.
That's quite a bit more work, less accurate and won't squash things quite like a bend modifier would. You are also left creating bends by eyeballing it unlike with the bend modifier you know exactly that its bent 90 degrees. BUT you may not want the squash that a bend modifier puts on things in that case, it might work to do it the long way.