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Join Date: Apr 2009
Location: Manchester,UK
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Subdivision surfaces and baking
i haven't model for ages because of my job that takes most of my time(nothing to do with 3d modelling) and now that i have some free time i started doing research of new ways of modelling.I read an article that was saying:
"to create a smoother model with an initially low polygon count is to use subdivision surfaces.Once you are happy you can bake out the model and covert it to a fully polygon based mesh,ready for more editing and optimisation" I think thats the way that you are modelling in zbrush,but in 3d max you cant have the amount of polygon that zbrush can handle.So i believe what it says the above statement is to click the box of the "use nurms subdivision" tool which shows your model in a hg polygon count.I never understand the baking procedure,so i would like to explain me how you can bake the hg poly model into the low and then carry on the editing. At the moment i create a dwarf so i want to test that method and see what i can do to make my model looking average than a simply model made just by box-modelling. |
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