Hi I am guessing there is no clear answer to this question but I thought I’d post and see what people had to say.
I’m not too aware of the different techniques used for highpoly modelling in max and was wondering what is regarded as the best approach?
Regards
Barry
What is the prefered technique used for highpoly modelling.
Situation dependant I’m afraid. So there is no answer to your question until you tell us what it is you need to model, and even then it can be a personal choice of tools / processes.
Ok well mainly my question is directed towards character modelling, but alot of characters have armour and accessories so I guess I’m talking about different things really which doesnt help.
I did find a really helpful tutorial which looks like a great place to start.
Thanks
Generally polymodelling / boxmodelling is the preffered method these days. The poly modelled character is then smoothed with NURMS subdivision, but of course this requires the model topology to flow in an intelligent manner adapting to the quirks of the NURMS smoothing method. NURBS on the other hand is also used for high poly modelling, but as far as I’m aware not many ppl prefer that method… besides Max’s implementation, as I’m told, of NURBS can be considered fairly difficult and incomplete.
Oh I should probably mention patch modelling too, but I’m totally void of any knowledge in that area.
Armour and weapons / accesories can be modelling with either method too.
I totaly agree - most people prefer to model using the boxmodelling method and then applying “turbo smooth” to the mesh. It works great for organic models such as characters and you can model almost anything with this method also.
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