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View Full Version : - Modeling Formats - 3ds Max - Looking for better in-depth info


barbecue
04-04-2005, 10:43 PM
I know there have already been posts, I'm sorry, but I can't find any information that is specific enough on the pros & cons of patch modeling in 3ds Max; only that "there are pros & cons."

I'm trying to find more specific discussion on the advantages and disadvantages over sub-Dev polys in regards to things such as differences in processing/rendering speeds, texturing/materials difficulty, rigging flexibility, potential animation problems, etc..

Or are the so-called pros and cons only a matter of taste?

I have contemplated using patch-modeling for my next project, which would be a relatively detailed, highly animated character; my primary reasoning is that I want be able to adjust the level-of-detail while maintaining a more precise representation of shapes I want.

CGmonkey
04-07-2005, 02:54 PM
Can't you find out the pros and cons yourself?

Leionaaad
04-08-2005, 05:07 PM
You need a lot of time positioning those darn bezier handles, that would be definitelly something bad.

Precision would be a pro.
But to add some fine detail is always need to convert the whole mess into editable poly.

And one more thing: Daniel Martinez Lara (pepeland.com) figured out a way to make editable poly into editable patch, with the help of meshsmooth modifier.

I noticed in Max6, i don't know in previous versions, you have a weight spinner, wich behaves similar to bezier handles, if you use meshsmooth

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04-08-2005, 05:07 PM
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