I here ya ^^ (This is my 3rd proper model so there is still pretty to learn) But if i modify my base mesh after unwrapping the UV's doesn't it mean i'm going to get plenty of errors or is there a method that i can use to conserve my UV's
It sounds like the vertex numbers are changing when you paint, but on reimport its just getting the positional and color data for those same vertices rather than updating the entire mesh data. Is the vertex paint modifier the very last one in your stack in max?
Almost there. The base vector illustration is completed. Now to polish up with some paint scheme/decals overlaid. Have to pay special attention to this part of the illustration as I don't want to infringe by reproducing real world logos, etc. They will all have to be alternate or modified versions.
Thanks :) Everything was done in Max so far. If you are working with cylindrical shape then play around with Bend modifier (or Path Deform) and use Array (or shift+rotate if your pivot is at the centre) to duplicate and rotate your shapes. Other apps should have similar functions.
So I would need to model a shape of a character that isn't low poly and then in the end, I would apply different modifiers to make it low poly, right? Is there any other way that I would start modeling instantly in low poly that isn't too hard?
YES THAT IS THE LAST OPTION I WAS THINKING FOR THE SMOOTH BECUASE IS LOGICAL IF IT LOOKS FACETED SOMETHING MUST BE WRONG WITH THE SMOOTH SO I PUT A SMOOTH MODIFIER AND WUALA!!! IS FIXED SO IF SOME MAX USER HAVE THE SAME PROBLEM THATS THE WAY TO FIX IT THANKS ANYWAY :) :):)
Hey everybody, quick update here. Just wrapping up with the roofing. I wanted to use a modifier to get a little more control out of an array in 3ds Max and found this little plugin. I've found it very useful so far. http://www.mcgreed.dk/misc.asp
You can also use the generate topology tool - a forgotten gem from the glory days of Polyboost -that is buried in vert sub-object>polygon modeling>generate topology, within graphite. There is a spiral loop preset. You can also use the twist modifier for similar.
This time, i began with some 3Ds in photoshop. It's good to have them for instant structure + perspective. This one's actually modified from the next one Building crappy spacecraft using PS 3D is fun Only the the beam in the middle is made from 3D cliche one
Do you mean secondary spring-like animation, where it just lags behind the head/body motion slightly? Many ways to do this, perhaps easiest is the Flex modifier, via vertex selection. There's also the Spring controller if you want affect the bones instead.