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Modeling
of the sword
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The
blade needs a hollow.
For this we use a series of Cuts with
the 3DSnap Midpoint activated (top left).
Simplify
the point by welding the vertices as
shown top right.
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To
form the furrow, select the central
edges of both sides and make a scale
non-uniform on the axis Y to get the
right dimensions.
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Pull
down the vertex from the end of the
furrow like opposite.
Insert
a vertex with Divide and make additional
edges as shown.
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Finally
to finish, on the top of the blade,
make the diagonal edges visible and
use a scale non-uniform on the vertexes
of the edge of the blade to refine it.
Note that the top is not thinned.
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Modeling
finished.
Smooth
with meshsmooth, Nurms mode, iteration
2.
Click
on the images for bigger versions
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Max
4 introduced the possibility of modifying
the smoothing of the object with different
values for separate vertices.
That
in particular makes it possible to create
edges more or less sharp, to locally
decrease or increase the radius of curvature
of smoothing.
Subobject
Level makes it possible to choise if
you work with the vertexes or the edges.
Control
Level makes it possible to choose its
level of influence, namely 0 for the
grid equivalent to the low poly (here
in this tutorial one limits oneself
to this level), 1 with the mesh resulting
from an iteration 1, 2 of the mesh of
an iteration 2 etc.
Of
course you can also move the vertexes
or edges but it should be better done
on the low poly mesh
Crease
and weight functions in Edge and Vertex
mode makes it possible to indicate the
level of distorsion of the selection.
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When
one clicks on Edge or Vertex (while activating
in this case Display Mesh Control) a low
poly cage appears over the subdivided
mesh. |
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Continue
in Edge mode and select like opposite.
In
the Crease field enter value 0.5.
In
iteration 2 one sees the result clearly.
That
resembles the use of Smoothing Groups
for smoothing but it is less brutal,
the edges are not confused with the
low poly mesh as with Smoothing Groups.
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Following
this test you may now reset the deformations
by clicking reset edge weights
This
panel allows you to rest the influences
without having with all to start again...
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In
vertex mode select the vertexes as opposite
and enter value 20 the Weight field.
This
time not of edge but the curve of smoothing
is modified according to the attractile
vertexes.
That
makes it possible to avoid adding edges
with chamferings for example to harden
smoothing, and thus limiting the number
of faces in the sudivided mesh.
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Another
point of interest for the later texturing
stages, as you will see that more in
detail in part 4 but it should be known
that if one puts the co-ordinates of
textures on the low poly mesh and then
makes the subdivision with of Crease,
Weight etc, those are absolutely not
deformed. It is thus very practical
because it is much easier to put co-ordinates
and to improve them on a low poly mesh...
All
that will be detailed in part 4.
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It
should be noted that the low poly
mesh should not re-edited when you
have started to ajust the Crease or
the Vertexes in the meshsmooth modifier.
If there is a need to change the low-poly
geometry (move, scale, rotate of the
elements of the low poly) then you
should not add vertexes, to insert
edges etc.
By doing that you change the order
of these elements (verticies) and
Crease or Weight of Meshsmooth will
start to apply to different parts
of the mesh.
The
edtion of Meshsmooth is thus to be added
to a finished a completed object.
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The
finished sword on meshsmooth iteration
2. Here I gave only one dimensioned
an angular crease.
By way of comparison the last image
presents the sword with Meshsmooth by
default.
Click
on the images to see them in (very)
large.
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This
technique of ajusting the subdivided
object will be used for the remainder
of the accessories, in particular the
armour. That simplifies the ajusting
and saves polygons for the final object.
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