I thought this workflow might help some of you. This is one of my favorite workflows for creating certain hard surface parts is using a little workflow called "Pattern Creation & Deformers" Let’s model the magazine of a machine gun with the following workflow: 1) Break down the model into a repetable pattern, so the bulk…
Well first off, I do mostly hard-surface work, and I do virtually all of my high poly sub-D, lowpoly, and UV work in Modo. Modo excells as a straight-up modeling app. There are a few very specific task that are done better in Max, like instancing many objects on a spline, but this accounts for such a small % of actual work…
Sub-d recover app: www.mariussilaghi.com/products/subd-recovery I've found a maxscript similar behavior, sub-d reverse: *MOD EDIT: download link removed; please do a bit of research what you're posting, subdivision reversion is another paid-for plugin from the same author:…
Your first mistake here is trying to model the belt and the rivets as one object. Generally the rule of thumb is that if its made of more than one piece in real life, make it out of multiple pieces in 3d. In this case, each little rivet can simply be an instanced mesh that you place in the correct position. I would fake…
Thanks tynew, I was thinking I prolly needed to run that initial support edge coming fron the flat front inset down the vertical instead of running horizontal like I have mine now. I obviously just need more geo. Also, I try to stay all quad, but how important is it really if you have some tri's if we are just baking down…
Hey guys. Having a problem with one particular type of mesh here in 3ds max and can't seem to wrap my head around it. Maybe some of you can help me? Basically, here I have a bracelet that is textured and modelled without a distortion. And it has an oval-like shape. I want to create one just like that, but no matter what I…
Hey guys, I'm following a grenade tutorial and have come across a problem in a hard edge when subdividing: I'm using 3DS Max with the quad chamfer modifier in order to get the hard edge. If I decrease the value, the black pinch goes away but then I am left with a soft edge. This is the non-turbo-smoothed/non-chamfered…
Hey there everybody! I just found this amazing site filled of great artist! Maybe someone could help me with a tedious task I wanted to achieve! I am trying to model a sphere with a subtracted star but I want to make it with the proper way! Using quads and right stuff as you all know! I am making this for personal…
you probably won't see it in the baked normal map. Ok I've got a general question, recently my workflow have changed, I have never worked on a higher subd (turbosmoothed mesh) and I always tried to add more edge loops on the first division (and it killed me to do that without pinches), but now I don't, these days I can…
Hey buddy, glad you're back :) I'm gonna try and do a video this time because I usually spend something like 5-15 minutes modeling something to show you, but 40-50 minutes to write it all up to get my thoughts in there correctly, in order to avoid the norwenglish you'll soon be witness to. When It's done processing on…