The
sword is the occasion to show a new
face of the polygonal subdivision on
max 4.
The major part is devoted to modeling
and towards the end you will see the
new functions of Meshsmooth on max 4.
One
starts with a cylinder with 8 sides,
make a rotation of 22.5° on the
vertical axis so you have a line of
polygons staright on in view Front.
Apply a Mesh EDit and XForm to initialize
the position of the object after rotation.
Collapse the stack.
Extrude
the face top then select the new faces
faces for a second extrusion ( use local
mode of Extrudes as with all Extrude
of this tutorial).
Select
the faces of the edge.
Apply
a bend modifier. Choise the X axis and
by modifying the angle deform the faces
like above in the picture.
Select the central polygon and scale
- non uniform on axis Y
Extrude
this polygon like opposite.
Adjust the profile by scaling non uniform
on X.
At
the top, turn the edges and weld the
vertex of the center to obtain the poly
mesh as opposite.
Adjust
the vertexes to finish the round-off.
Select the vertexes of the center and
scale non uniform to make the faces
as shown
Select
the faces as in the picture and then
extrude followed by Bevel like opposite.
Adjust
the vertexes like opposite by scaling
non uniform on axis X and by Moveing
on Y.
Select
the faces of the center and apply Make
Planar to make them plane.
(Button in bottom of the roll-out of
Edit Geometry of Editable Mesh).
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Extrude
these faces and form the round-off with
Bevel.
Insert a vertex as in the picture in
the edge with Divide after having activated
the 3d Snap in Midpoint mode (below).
Turn
on make visible edges like above.
Adjust with a non uniform scale the
vertexes top and center.
Apply
Meshsmooth and as with the preceding
sections, you can now adjust the low
cage definition and view the high poly
version. Once adjusted remove Meshsmooth
and return to the low poly.