![]() It grows exponentially as you apply iterations. But, since it is a subdivion modifier, it takes on polygon and makes four for every iteration you apply. Turbosmooth is designed to be a lightweight modifier that can be used for animation without draining the system. ![]() Meshsmooth offers more options as well as better visual feedback when doing real details. Some tutorials say to use the 'Turbosmooth' for this. Then I added a subdivion modifier called meshsmooth to take off the hard edges. Yep, that is all the polygons I started with. This is the actual base model in all its simplicity in 3DS MAX. I liked the idea rather than try to make the actual object. On the left is the quick modeling in 3DS MAX from memory. The first thing that happened with this model is that I got an idea from a pic I saw of an unfinished airplane surfing the web one day. It is also flexible enough that I can even add additional super structures in very quickly or discard the attempts are I go along. I can then then take that into 3D Coat for detailing and making use of voxels for painless and fast booleans as well as being able to stamp in details quickly as well as use their built in set of nice greebles. I use the combination because I am very facile with 3DS MAX and can make certain geometries quickly, but modeling things on a mesh level is not always easy or the way to go. The following will take you through the steps in broad terms using 3DS MAX as well as 3D Coat. The idea is to pick and choose what works in the moment as well as planning. Basically a form of 'hard ops' to added details that look modeled in, but are not directly modeled sometimes. ![]() It was requested that I show how I do the greebling and design of my spaceship models. It usually gives the audience an impression of increased scale." Been used in model making since forever. "A fine detailing added to the surface of a larger object that makes it appear more complex, and therefore more visually interesting.
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