Quick Start to Modeling in 3ds Max: Volume 3
In Volume 3 of the Quick Start to Modeling in 3ds Max, we'll build on the concepts covered in volumes 1 and 2. We'll start by talking about numerous tools and techniques needed to create high-poly models in 3ds Max. We'll reinforce what we've already learned by blocking out the forms of our model and discuss how to use the TurboSmooth modifier effectively. In addition, we'll learn about the Graphite Modeling tools, which will give us some new ways to speed up our workflow. Finally, we'll learn how to retain the volume of our model by using control loops and how to create simple details using floating geometry. In the end, we'll add another prop that will be used in our final narrative scene.
What you'll learn
In Volume 3 of the Quick Start to Modeling in 3ds Max, we'll build on the concepts covered in volumes 1 and 2. We'll start by talking about numerous tools and techniques needed to create high-poly models in 3ds Max. We'll reinforce what we've already learned by blocking out the forms of our model and discuss how to use the TurboSmooth modifier effectively. In addition, we'll learn about the Graphite Modeling tools, which will give us some new ways to speed up our workflow. Finally, we'll learn how to retain the volume of our model by using control loops and how to create simple details using floating geometry. In the end we'll add another prop that will be used in our final narrative scene. These courses are designed to be taken in sequence, so we really encourage you to start with Volumes 1 and 2 before continuing with this section. We also encourage you to take advantage of the assignments that follow each volume. These assignments will allow you to take what you've learned and apply those tools and techniques to your own projects.
Table of contents
- Setting up Our Modeling Workspace 14m
- Blocking in the Handle 8m
- Creating Control Loops to Retain Volume 10m
- Blocking in Details 13m
- Creating Localized Loops 15m
- Finishing the Handle 15m
- Creating Bolts and Screws 15m
- Blocking in the Shape of the Blade 9m
- Retopologizing the Blade 11m
- Finishing the Blade Geometry 13m
- Adding Depth and Sharpness to the Blade 15m
- Creating High-poly Geometry Without TurboSmooth 9m
- Modeling Details Using Floating Geometry 10m
- Tweaking High-poly Models 11m