Hello, not sure how this forum works so pardon me if I wrote this incorrectly. I´m a Fallout 3/NV 3D "artist" (at least thats what they call me). I do this for 6 years now, mostly buildings and interiors but sometimes I do cars (simpler cars). Thats where my question comes in. I am having a problem with the kind of cars…
For even more context. In my model the cylinder just connects to the cube. But in the reference the cylinder kind of comes down before connecting seamlessely to the cube (I guess ) if you look at the edge in reference ). This is all the reference i can get. thanks
Waywo: "yeah @gfelton ; most importantly people come here to learn Hard surface SUBD Modeling though" I can't seem to quote individual posts so this will have to do.. I just wanted to chime in on the previous topic. While it's true that you managed to accomplish the shape, the main problem here is not the fact that your…
One of my lab assignments is to use 3Ds Max's MaxScript to model a snowflake. Here is the supposedly outcome of this model. You'll find details here: https://github.com/Seneca-GAM536/Wiki/wiki/Lab-9 As mentioned above, I am to model this snowflake (minus the wirecolors) using MaxScript with quaternions (No eular rotation).…
polska_krowa Welcome to Polycount. Consider checking out the forum information and introduction thread. It looks like you have a solid start with the block out and topology routing. How much geometry this model needs depends entirely on what it will be used for. If it's for up close product rendering or VFX work then the…
@Lemenus Without seeing the results of each model or workflow it's difficult to provide specific feedback but in general: The subdivision block out should progress in stages. Keeping things fairly simple at the start makes it easier to edit the primary forms. Once those larger shapes are established it's fine to lock them…
maybe, your choice what method you use. all come with their own set of drawbacks and perks. once you understand how to cut out or add a hard shape from an organic shape in subdivision modelling it doesnt matter much what hard or soft shape it is tho. the process is always the same. start with the bigger shapes and work…
Thanks for the script! However I am pretty dumb when it comes to MAX script...I have tried MAXScript > New Script and pasted your code but to no avail. Also tried saving as a max script file. Am I doing this correctly?
@5rettski There's a few different ways to approach organic subdivision modeling but it's generally a good idea to start by establishing the proportions with a block out of the facial planes to create a base mesh. Part of this block out process usually involves creating basic loop paths around key facial features (eyes,…