Advanced 3Ds Max 5[c] Modeling and Animating

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Now, smooth the model using the MeshSmooth modifier.

Explanation 

The use of this tool was considered in detail in the book "3ds max 4: From Objects to Animation."

Select the NURMS (Non-Uniform Rational MeshSmooth) type of smoothing; it is the best one.

To avoid "sagging" the texture, check the Old Style Mapping flag.

Smoothing once will be enough for now.

To take into account the character's sharp angles, check the Separate by Smoothing Group flag. When our astronaut was modeled, we focused on these groups.

To retain the shape, it is also useful to check the Keep Faces Convex flag.

Application of the MeshSmooth modifier noticeably makes objects "look slender." To help the character retained his initial size and volume, apply the Push modifier (Fig. 4.34):

Figure 4.34: Restoring the character's volume using the Push modifier

You can find our  Lesson04(Final).max and  Lesson04(Char).chr files on the CD-ROM in the Lessons/Lesson04/Scenes folder.


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