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[ Modeling in 3dsMax 4.0 ]


Turning edges

...But adding details is a bit more complicated than that. As soon as I moved my shiny new vertices, everything went wrong:

The vertices are at the right places, but the edges are not. As you've probably figured out by now, we have to turn them. While still in edge mode, click on the Turn button, its right next to the divide one. The easiest way to understand how it works is by trying it yourself, so just click on a few edges and see how they react.

Adding the legs

Create a new cylinder, move/scale a few vertices until it start looking like a leg and move/rotate it in position:

Now, select the extra faces where the legs and torso meet. Once you're done, select the torso, click on the "attach" icon and pick the leg. His other leg should now appear since the torso is already mirrored.

Nice butt right? Anyway, to close that really nasty gap just go in suboject triangle mode (press 3), click "create" and click on 3 vertices to create a new triangle.

However, we don't need any additionnal triangles everywhere. Here we'll just collapse those 2 vertices. Select them and click the "collapse" icon, near the bottom of the edit mesh menu (collapse is also usefull to remove unwanted vertices and optimise your model). Since I'm doing a game character, I don't want any useless triangles.

Repead those same steps for the arm.. and for the head I usually do the same as the torso, only with a box. Then, all you have to do is more of the same... Adding more details, turn edges, move vertices, optimise by collapsing vertices you don't need, etc. Nothing new here.


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