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3D Studio Max Tutorials in A Book

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This article focuses on head modeling using MAX’s default tools consisting of two seperate sections that features different methods for generating complex shapes. The 1st method closely resembles the procedure I use to develop heads skinning together various cross sections. The 2nd method is a little bit more simple but, all you will end up with is a basic, featureless head that you must later tweak extensively using FREE FORM DEFORMATION, PUSH, or any other method you prefer. But, the main advantage of the second method is that it gives MAX users capabilities similar to other packages such as PowerAnimator v8 for instance. If you ever looked at a PowerAnimator tut, you no doubt noticed how they use the actual two dimensional shape of the object they are going to skin. By inserting cross sections along the length of the shape PowerAnimators get a three dimensional shape. Well, in MAX this process is way simpler and more automated. Simply take the top and side pieces of your shape and pick the cross section you want and then MAX does the rest. What shocks me to death is that their are no other tuts on this subject. Part I will address skinning using the Loft tool like the new U-Loft tool that comes with MAX R2 at my Studies on Skinning in MAX R2. Right now, I’m at a loss for the first process. It’s way hard and nothing’s automated. For instance, U-Loft calculates the path for you so that you will never have to draw a path spline.



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