Ok
now when iv got more detail to work
with after cutting in my loops and
pulling verts and polys i look at
the pics not the guides.. I use the
asset browser to bring in my pics
im working from to get a clearer look
an see the form better. So looking
at his ears they stick out. So a good
way to get some geometry to work with
is to select a vert and then using
one of the polymesh
tools called extrude vert i do
just that. Going around the model
looking for places that can benefit
from this method.his ears looked a
prime target
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Here
you can see the effect of extruding
verts.A good rule to work by is to always
try to keep your polys 4 sided as meshsmooth
works best on quads. So when ever you
do extrudes and bevels and cuts its
best to look at your polys and start
to weld verts an connect edges to keep
your faces 4 sided. Of course you will
have some polys that you missed. And
i always miss quite a few as im a pretty
sloppy worker..Here is another script
that works great, it highlights all
your
non quad polys. Showing you the
culprits so you can then set to work
fixing them.well that's how i built
up the geometry of the ear next i started
work on the eye.
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The
first thing i did while building up
the eye is to select the edges were
the eye should be and connect them
up then extrude the faces out.Then
its a matter of cutting in edge loops
to give you the detail to sculpt.
The way i always build loops to give
me that detail is like this. I make
one loop first then "chamfer
edge" a max tool btw.So now i
have 2 loops
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Then
select one edge of both of the 2 loops
and then hit the edgeloop tool, so
now we have both loops selected like
it shows in the pic .
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Then
i hit chamfer edge again so we now have
4 loops. That gives us the finer polys
in-between the edges. chats basically
how i make the details for areas that
need that finer work. This is all pretty
basic stuff to a more advanced maxer.but
im hoping that some newbs to max and
polymodelling will gain some benefit
from this.
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Now
we got the loops, select the polys in
the middle of the edges and pull them
out a little and also select verts and
pull them to give you a better shape
to your eye. As i said this aint suppose
to be a step by step tut and i think
im starting to do step by step hmmm.
Anyway
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The
next bit i do is to select the middle
polys and bevel them in a few times
this will give you the eye socket and
eye lid geometry. Now make a sphere
an scale it down so it fits into your
socket then you can sculpt around the
sphere acting as the eyeball.
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