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Dariush Derakhshani, Randi Lorene Munn

"Introducing 3ds Max 2008"

Also, if you double-click on the first edge, 3ds Max will divide that
edge at the point where you clicked by adding a vertex there. You need not click on a second
edge if you double-click.
modeling a hand ?–  177
5. With all the new edges, use the Move tool to move those edges to create the knuckles
and the fleshy area on the bottom of the fingers. You can also rearrange the edges at the
tip of the finger to give the fingers a more tapered look. Click on Use NURMS Subdivision
to see how the knuckles and fingers look with smoothing, as shown in Figure 4.87.
You can see how the NURMS SubDs really smooth out the detail; so don??™t be afraid to
exaggerate the detail so that it looks better when smoothed, as you can see on the right
in Figure 4.87. Deselect Use NURMS Subdivision to return to the boxy hand.
6. Let??™s add some knuckles at the end of the fingers. You are going to use a tool for
adding detail that is another way of subdividing a polygon. Tessellate doesn??™t give you
the control options the Cut tool does, but it can be more precise. The Tessellate button
is under the Edit Geometry rollout in the Modify panel. Two Tessellate methods
are available: Edge and Face (Figure 4.


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