More modifications. Fixed the proportions. I was eyeballing it a bit before, but I decided to use a stack of heads just to be sure. I also finished the arms. The triceps aren't detailed, but I can fix that later. What's important is I studied them and understand them better now. I started roughly adding in the muscles on…
One thing a lot of modelers don't seem to understand is how fragile the modifier stack is. When you use any modifiers that are vertex-order dependent (Edit Poly, UVW Unwrap, VertexPaint, etc.) and you add a new edge loop in the bottom modifier, those modifier edits are usually lost. Gizmos also tend to be…
My workflow is to have "Triangulate" and "Edge Split" modifiers on the stack of the original quad version of my mesh with a name LP_Quads. If you're using the "Edge Split" modifier, remember only to mark sharp edges to your mesh manually, not by using the "Edge Angle" option, and NEVER apply this modifier in any case,…
How would you live without modifier stack? :) Or.. taste modifer stack and try to go back. How about sub-object manipulation performance? 5mil model is nothing in 3dsMax.
Modifying Valve rig isn't encouraged? I want the hero to hold the weapon in a different way. I managed to tinker with Valve's rig. Wasn't easy and I think I need to redo the modification in most animations :(
The whole point of the stack is to use it. While you might collapse modifiers because it makes sense to, you don't want it cluttered for things that have served their purpose and can be safely collapsed, like UVWUnrap or reset Xform, and when you are using tricks with the stack to quickly do something (like auto boolean…
Hey Incomitatum, This is an very old thread but since i was googling and found this today, i decided that this should be good as any to make my first "official" post. So What i've learned to do is this... (oddly inverse of what people above have done, but basically the same) (Existing objects) Tonight i successfully…
Three quick things I like to do when this happens. 1. Two normal modifiers > Collapse 2. Edit normals modifer > Select verticies > Reset selected > Collapse 3. Convert to editable mesh > convert to edible poly
I would turn your question around and ask why do you want to use Edit Poly? Many people new to Max will try to add multiple modifiers in the modifier stack as a way to save Undo history. But this is a flawed approach, because many of the modifiers are resolution-dependent, they will "forget" their edits if you change the…