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NineBreaker
05-24-2010, 07:10 PM
Modelling the Tallgeese from gundam wing, and running into some troubles. Im using 3DS Max 2010, wondering how I can add more detail and poly's without going too too crazy, but at the same time adding enough detail to make it look higher poly and less faceted, any tips are welcome please help :P.

So I guess I just want to know how to add more " Smoothness " to the model, im currently learning hard surface modelling tips, but not sure how to get it very very crisp. Need help ASAP

When I use the TurboSmooth, it just looks WAY to smooth, and I need to learn how to make it just have shaper edges, or rather " Harder " edges >_>.

My Ref (http://img210.imageshack.us/i/fichtenfootallgeese02.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

NineBreaker
05-24-2010, 07:29 PM
I saw in this post,

http://www.gameartisans.org/gamecon/tutorials/tut_3.htm

He said don't worry about poly limit, cause your suppose to make amazing high detail in the first pass in the maps for your low poly model, so does this mean go crazy in detail making my first model high poly cause than the maps will be used to create a low poly model? Im just confused on how this works.

NineBreaker
05-25-2010, 02:06 AM
anyone with some advice?!

NineBreaker
05-25-2010, 04:02 AM
Trying another way I think the method is called Hard Surface modelling but not exactly sure if this is the correct way or approach to a Mecha based model, any tips on how to go about modelling this would be great.

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05-25-2010, 04:02 AM
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