91
The polygons are tessellated to give you more
detail.
Figure 4.90
Select all four polygons
where the fingers
meet the hand.
180 ?– chapter 4: Modeling in 3ds Max: Part I
Now that you have created the basic shape for the hand, you should use the NURMS
cage to refine and edit the look. Remember you have to be in a sub-object mode for the
cage to appear.
To check your work, load the scene file Hand04.max from the Hand project on the companion
CD.
Don??™t bog yourself down trying to model small details such as knuckle wrinkles or lines
on the palm. Those details can be added using materials in texturing.
Summary
In this chapter, you learned how to model with 3ds Max. Through exploring the modeling
toolsets to creating a dresser and a hand, you saw firsthand how the primary modeling tools
in 3ds Max operate.
You began by first examining how to best plan a model. Then you learned some modeling
concepts and how to use modifiers and the Modifier Stack effectively. You moved
on to learning the differences between objects and meshes, and how
to use sub-objects to edit your surfaces before you began a series of
short exercises describing some of the poly editing tools. With that
under your belt, you learned how to put these tools to use by making
a dresser and finally modeling a simple hand.
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