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#1 |
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Join Date: Jan 2003
Location: CA
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Modeling clothing/accessories
Hey all,
I'm working on a fairly high poly exercise right now and I was wondering: what's the best technique for modeling accesssories and clothing? Whereas the base mesh of my humanoid has only one sided faces, the things they wear require both an inner and outer face. This has made it difficult to model. For the time being I've resigned myself to making a box, adding an edit mesh modifier and then extruding faces, adjusting vertices, and finally deleting interior faces/welding until the piece completely surrounds the target body part. It's extremely time consuming. I attempted to simply extrude the faces of the body part (the forearm, for example), but the organic nature of the model didn't lend itself well to an inorganic bracer. I'm just wondering if there's some tool in max5 that I'm not seeing or if I'm going about this all wrong. Any advice would be appreciated. Thanks. Last edited by Damage_Inc.; 18-12-2004 at 01:04 AM.. |
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#2 |
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Join Date: Mar 2004
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Well...I don't think there's any magic tool for it
You've just got your basic modelling methods. Maybe using splines could speed things up for you. You could also use reactor cloth to model some clothing draping.
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"In a world of compromise, some don't." |
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#3 |
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Join Date: Nov 2004
Location: in your head
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if the figure has a low poly version:
select it, go edit>clone(copy) add push modifier, set the push amount to what ever looks right. go right click>collapse>to editable poly -or- jsut add you edit mesh mod. start hackin it up, delet bits you dont want, add bits, extrude edges (good for making collars), jus go nuts. the when its all done, add meshsmooth whack a 2sided material on it, (or add a shell mod, or download the "solidify" plugin for max 5 [check: www.maxunderground.com])
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