Here's another video i did which shows some nice handling of ultra high poly counts. "The Other Package" always died on me when trying to import the CAD file ( from a STEP file ) Just look at the scene statistics i toggle on half through the video https://www.youtube.com/watch?v=Lfoj3n0mFV4 And Here's a general deforming…
Don't worry, the tutorial was kinda old and basic, more of a workflow demonstration rather than artistic approach, but i highly recommend doing the head portion of the Joan of Arc tut: http://www.3dtotal.com/ffa/tutorials/max/joanofarc/head1.php Modeling heads is 10% technique and 90% anatomy knowledge. Do the Joan Of Arc…
Wip time! trying to get it done this week so I can move on. here's a mock-up of the proportions/detail frequency, very sketchy. and some progress, starting to polish some parts: Process-wise, I used a lot GoZ, for the proportions, using FFD boxes on max to taper/bend parts. I also used a lot 3dcoat to retopo some blockout…
I'm a max user and I would make that shape by simply creating a hedra and adjusting the parameters, shapes like these are built right in max. Then I would adjust the shape by using FFD Modifiers or lattice I believe it is for maya user's. example image from google of one hedra -…
Agreed: either alpha map it, or if you must have the detail in high poly use something like illustrator to create the flat lace shape. Import the curves into maya and create one or more nurbs trim surfaces, then deform those surfaces with an FFD or other deformer to match to the body shape.
I think this tutorial would benefit you. Sounds like you have a deadline for this for class...but next time you start a character at least...run through this first: http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp