If I seem to learn packages quickly it's probably because I hardly push them to their limit. All I really ever use are the basic extrude and cut tools. Then it's just a matter of pulling points around until things look right (Wings, Silo, and XSI have an awesome Tweak tool!). Learning a full animation suite would certainly…
yea lol, thanks for the help but the whole purpose of me trying to "fix" the problem is to reduce the number of hotkeys I'll need to push :p Another reason I wanna fix it is because I try to keep the hotkeys from all my 3D apps the same (for example Z is always extrude, X is always cut, Q is always select, A is always…
Thanks a lot, everyone. I'm starting to get this. The single most important thing I've pulled is the 'floating geometry' idea, which had honestly never really occurred to me. Side question, though. If you want to do a high poly model for display and really nice renders, what would you do instead of floating geometry?…
FYI, I tested your OBJ, and everything seems to be in working order. That said, redo the uv's. No one will be able to texture this model with the current uv's. Well I guess they could, but it'd drive them to insanity. It could also use a lot of model optimization and better poly distribution. The big shapes are low polygon…
Yeah, I thought connect wasn't what you sounded like you were describing. I don't think that tool was implemented when I used to use Max or perhaps it was and I just never found a use for it like 90% of the other tools in either program. I say if you're using more than the translate tools, cut, target weld and extrude on a…
Show Manipulator Tool is something else, it's the handle for scale/rotate/move all in one, in situations such as extruding or manipulating UV projections. The trasfrom manipulator handles (I guess that's what you call xform gizmos) should always show, AFAIK there isn't a setting to turn them on and off. They are off when…
So assuming a 1:1 step(which it has), the area seen here needs no smoothing because it is an angled plane(albeit rotated from the example you have). In the circled area, the low poly would be 1 angled box since it encompasses simple geometry. And then that means on the pilasters, the same goes, because it's a .25 inset…
Thanks BradMyers82 and dolemite for the tips! One thing I did want to mention though, yeah the eye area is a bit hard to see in the caps but she has extruded faces coming outward from the socket as planes for eye lashes (it's a non-manifold geo, but I have done this in the past and it seems to deform fine when the eyelids…
I've worked on some projects where we were reproducing buildings and assets based off of real-world counterparts. In some of these instances I would rough in the model and UVs, then paste on photo textures, then do paint-by-numbers cuts and extrudes. It's not often that I do this, but it does make accuracy and texturing a…
If you have tips please post. Im new to 3dsmax11 and i ran into the problem of only haveing one image to work from,it was a photo that was angled the way 3ds max11's perspective viewport starts in default.One thing i did to create a rough side image of this was to use splines and trace out half of the picture in the…