Tuesday, January 2, 2018

4 important points when working with box primitive modeling in 3ds Max

4 Points to remember when modeling box primitives.

1. If you’re using a reference photo or you set-up a virtual studio for finer modeling, do not fill in the entire part of the image (for example the body) with one whole box then refine it later by adjusting its vertices,  it is highly advisable to constructively complete the image bits by bits(for example sleeve first then extend or extrude it to complete the body)



 2. After creating a simple box shape, convert it to editable poly so you can further modify the simple box shape, complete the totality of the image with extrude, bevel, and so on, depending on your current selection at the command panel -> Modify tab, you can also modify the object shape by just using simple tools like the move, rotate and scale tools at the main toolbar.

3. Use Edges to fine tune a shape and to give volumes, at the Command Panel -> Selection -> Edge, Edge is very useful when adding volumes, to make curvy like shapes, just by selecting a single edge then clicking the ring button at a selection rollouts combined with Connect button under Edit Edges rollout it will add an intersecting line at the selected edges then you can scale it to give smooth curve look.

4.Lastly add modifiers (for example if you want to bent the whole image) use Bend modifier,

>>Tips on,

Pair Objects
When working with objects that should be in pair (for example hands or pair of boots), just use the mirror tool in the main toolbar to clone it in instance or copy options.

Accidental selection

[Spacebar] or by clicking selection toggle on the Status Bar at the bottom, it will securely lock on the desired selection.

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