View Full Version : polychain modelling in max?
drunkirishmic 04-12-2003, 07:45 AM yes, no?
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ToddD
04-13-2003, 04:24 AM
Judging by the amount of views and the amount of responses, I think you might have to give a little more info. I had never heard the expression "polychain modeling", so I google searched it. The only results pertaining to 3d software I received were in reference to the shag hair plug-in. Maybe restate your question, I'm curious now about what "polychain" modeling is hehe:wavey:
drunkirishmic
04-13-2003, 07:26 AM
http://www.cgtalk.com/showthread.php?s=&threadid=39252&highlight=polychain
i guess its somethin in LW, but i couldnt figure out how to do it in max.
i assume it goes somethin like this. u use 2-point polygons instead of splines to create contours of ur object. then u extrude or somehow use thos 2-point polys to complete the mesh. kinda like straight poly modelling, i think its geared towards not having a ref image. plus it gives u a great 3d idea of how ur model will turn out.
bachelorette uses this method. she deleted her posts here, but it seemed to be a very nifty idea.
Howdy !
here is a thread where some work can be seen
http://www.cgtalk.com/showthread.php?s=&threadid=55744
i'm not quite sure, as i understand it, it's either drawing splines to help out with the contour/silhouette of the model, then straight polymodeling along, or maybe it has to do with spline modeling and surface tools ?
which, correct me if i'm wrong, results in patch modeling ?
mouj
ToddD
04-13-2003, 04:50 PM
Hmm, as Mouj said it looks like the splines are created as guides. I think you could use splines and surface tools, or set up the splines as a guide and then poly model it as Mouj said. Is there such a thing as a 2 point polygon? Looks to me like 1 of those 2 options is your answer, keep us posted if you find out anything.:)
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