Any chance some of you max pros could whip together some video tutorials on how you model this technical stuff? Mine always end up a mangled pinch-fest
this might not be everyones cup of tea.. but i am a character guy through and through and have been doing highpoly models for 9 years now.. and i HATE doing technical stuff.. so i sat down and developed some scripts and i had lots of help from mojo getting this stuff to really work.. and its not finished yet.. but its at a…
i try to subd everything I can, because just like ror said it makes for much better normal maps, it also keeps the "style" of the model consistent and doesn't stand out on a model as a whole. I like to think in terms of edges, like which edges should be smooth and which should be hard, so chamfering edges works really well…
sorry John_Warner if i offended you.. i have removed the avatar so i wouldnt offend you or anyone else... i thought is was a good composition and the way the exit wound frames the shot of the people in front seat.. it was pretty clever and a neet way to pull a composition together.. i had no idea people would associate it…
KDR yes, it's just vertex movements, so going nuts on it wouldn't really work hmm. Sounds scary, i hate it when stuff breaks... symmetry, vertex order... Per, with your backround you should look into scripting modo, you can do so much. Seneca from id keeps cranking out incredibly usefull scripts that are real time savers.…
Per128, i work with Max mainly although i also use XSI and Modo lately. This last is very powerful in modelling, but it lacks of some operations that Max, Maya, and XSI have (cut faces is one of them) As tip, don't know if you know this new function of max.. Work on the edit poly modifier, just that and you will see. This…
Thx drunken master, It looks indeed like morph maps! I've never used them for much at all, maybe i should look deeper into them, i can imagine they're very usefull for hipoly, keeping a simple base cage. Never thought of using them that way. [ QUOTE ] StrangeFate: The way this works in Max is, you can still edit the…
Ror: Yeah, heh, I usually use 2 iterations maximum, I just wanted that one to be really sharp and smooth StrangeFate: The way this works in Max is, you can still edit the control mesh, even if you're viewing the smoothed (SubD) version... however this is usually pretty slow since there's a lot of polys in the scene on…
hmm does sound like a morph map... you can have a box, make a new layer, do stuff to the box there (deform etc) and then either play it as an animation (morphing between the 2 or more) or edit the original box and changes will be propaged through the other edited layers too... That looks pretty much like normal SubD Mop…
OMG 3 iterations of smoothing, you nutter heh! I likewise have a toggle for smoothing on NURMS and a toggle for have the selected moddle display edges or not having them. I actually try more these days to stick to 1 iteration of smoothing though when time is pressing and im not working much past 2 million polys i know i…