Book Image

3ds Max Speed Modeling for 3D Artists

By : Thomas Mooney
Book Image

3ds Max Speed Modeling for 3D Artists

By: Thomas Mooney

Overview of this book

Production of 3D art is an exciting medium, but the task of modeling requires intense attention to detail, so speed and efficiency are vital. This book breaks down speed modeling workflow in 3ds Max into stages you can easily achieve, with a focus on hard surface modeling and methods you can apply to your own designs."3ds Max Speed Modeling for 3D Artists" will help level up your 3D modeling skills. It focuses on hard surface modeling, and shows the range of tools and techniques in 3ds Max 2013.This book shows content creation methods aimed at 3ds Max modelers preparing to show their skill to the industry. The key feature of modeling that artists must exhibit is speediness while preserving technical accuracy. The author helps you follow set project guidelines while pushing creativity and outlines the entire workflow from concept development to exporting a game-ready model.The book begins with introductions for new users to the interface and modeling tools, and progresses to topics aimed at users already familiar with 3ds Max, who want to improve their content creation process. You'll also see ways 3ds Max content is used with other applications, like sculpting software and game editors, and learn features of speed modeling, efficient workflow, re-use of content, and tips on getting more done, more quickly.By the end of this book you will have learned key topics in modeling, ready to face professional level work with elan.
Table of Contents (17 chapters)
3ds Max Speed Modeling for 3D Artists
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Retopology


There's no rush to do everything at once. You can edit what you've done to your liking, and then continue adding more strips. Strips can be joined at their ends using Step Build or Bridge, or Target Weld. You can also use the Drag brush

to slide the points of the strip on the high-resolution model surface.

I like to use the Strips method to establish the symmetry line as much as possible all the way round the model. You may want to skip over areas of tight detail like the mouth, saving them until later. Sometimes the strip's edge distribution will be a bit fine, as in the example shown below. Consider using Dot Ring to grab every second edge and choose Ctrl + Remove to lighten the mesh.

You will notice that since we're adding the strip along the symmetry line, there isn't a good fit to the actual middle as the polygons don't have a center edge. We can add a center line by making a Ring, selection around the strip, then ConnectEdges to make a new loop. To force this loop to be centered...