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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. ![]() |
could be done a couple of different ways. but this looks like a polygonal Cluster F**k, you do not have to build photo real. since you are over 100 ft away in an IE view and not in a 3d environment
However if I was going to make it I'd start with a cone or cylinder and build one level then clone move up and rotate looks like the maker there used about 36 sides. for the main tower portion. so create a cone/cylinder with 36 sides, 1 height, and 1 cap. then selecting one poly at a time on the vertical side and use bevel from edge select the top edge of that poly and pull up/down to get it right. if bevel does not work extrude from edge will but you will have go to select vert and scale the 2 new verts horizontally. once you have one ring done this is when you clone up and rotate. same principal for the roof. walls look like they were made with boxes 3 or more length segments, move some of the verts to give it a warped look. the bottom pieces could have been been created by extrude (poly) along spline --------------------------------------------------------------------------------------------- personally I would make a model like this but not use it in a scene I would use it as a texture maker and bake the normal map and diffuse maps. then make a box for the wall, a cylinder for the tower, and a cone for the roof. then apply my new textures to them, this would cut my poly count to maybe 300-600? instead of 30,000? + then if I wanted to make a bit of added detail I could use the bevel/extrude from edge on just a few key polys that are located on the edge of the building depending on where you have it placed (rotated) in your scene. but people do not notice these things so why bother. I took a big chunk out of a building that I made and no one noticed it, so that was a few hours wasted. This post has been edited by Sir-Kill: Nov 12 2008, 01:04 PM -------------------- |
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