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#1
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![]() The Islander ![]() Member of Graphics Dept. Posts: 365 Joined: 31-January 05 From: Queens, NY ![]() |
Instead of a nice girl like in tut, got Shaquille O'Neal.
![]() When converted to poly or mesh, tons of vertices appeared (why?), had to edit as a patch. Mesh smooth did not work well either because of it. Is there a way in Max to stop a process, if I know I’ve made a mistake? (Ctrl+Alt+Delete doesn’t work) ![]() |
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#2
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![]() consiglieri ![]() Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. ![]() |
it is closer to an explosion than a box, you have vertices going in all directions/dimensions. that is not so bad but on top of that you are using a shingle pattern which add a huge constraint to it. this is what makes it tough
you actually do not see the geometry triangles, that is just how it is mapped. so yeah those are legitimate 'quads' it is not worth it because my 'properly mapped mansard roof', isn't, but it is as close to it as possible. so keep the geometry as simple as possible map it out then make the geometry more complex then use unwrap to clean up rough spots. so it is kind of like val hinted to (if I am assuming correct) is create much more simple geometry and map that and build a more complex shape out of those simple shapes which, already has better mapping. there are few ways to avoid trying to map out complex models, which to me avoidance (using simple geo.) is better than starting by mapping out a complex model. btw box is comprized of 90 degree angles and and beyond that is 'getting complex' ![]() -------------------- |
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