- #3ds max 2010 second life mesh tutorials how to#
- #3ds max 2010 second life mesh tutorials skin#
- #3ds max 2010 second life mesh tutorials download#
#3ds max 2010 second life mesh tutorials how to#
To learn how to add geometry in a Create Mode Editor, please go to the Meshes Tab Tutorial. While its true that building clothing is hard because you need to know how to model and map fairly well while, at the same time, you need to know how to use Physique fairly well, take comfort in the fact that thousands of IMVU content creators have done it. Therefore, the movement of, say, the shoulder really matters to your customers’ end experience.
#3ds max 2010 second life mesh tutorials skin#
Customer expectation is that avatar skin will always be right so any deviation is viewed upon negatively.
Turn on Smooth + Highlights (F3) and turn off grid (g) in all view ports. Set the Self-Illumination of the materials to 100 (material will become self illuminating and therefore is easier to see). It's relevant that the proportion between width and height is the same as in the pictures) and add textures to them. Create two plane objects whose size is 512 x 512 (the same as the pixel dimensions of the pictures.
#3ds max 2010 second life mesh tutorials download#
It's best to use real photographs as reference pictures when modeling a human head but if real photos are not available you can download pictures below.Ĭreate reference pictures in 3D Studio MAX according to picture 5. Reference pictures provide a lot of help when modeling a human head. Another great resource where to find more information about edge loops, head modeling and 3DS MAX is 3D Studio MAX Tools If you want to know more about the subject I recommend reading Bay Raitt's instructions about 3D modeling and edge loops. Pole ends an edge loop and might sometimes cause trouble in animation. A pole is a vertex where less or more than four edges meet. There are naturally three sided and five sided poles in this model. One should always aim to construct the model from four sided polygons when modeling a character. There are almost only four sided polygons (quads) in this model which is good if the model is going to be animated. In my opinion, in an ideal model that is made for animation edge loops are parallel or perpendicular to the movements of the muscles. Four sided vertex is a vertex where four edges meet. Edge loop means a row of edges that goes through successive four sided vertices. By seeing the structure of the model you can conclude how well the model is suited for animation. In picture 2 and 3 you can see the topology and edge loops of the model. The picture above is rendered so that you can see the Isolines of the Meshsmooth modifier. However, I believe that this model could very well work as a basis for realistic geometry of a human head. For example the eyes are too big and the ears have been simplified. Notice that this is a stylized head which is not fully realistic. The end results is a head similar to the one in picture 1. This way the rough surface can be made rounder and smoother. Subdivision surface means a surface which is created by dividing the original surface into smaller polygons. When the Meshsmooth modifier is added to it the face becomes a so called subdivision surface.
The head will get its final form when Meshsmooth modifier is added to it. The head is modeled roughly using polygons. This tutorial covers the 3D modeling of a human head in 3D Studio MAX using polygons. The structure and form of a human face is so familiar to everyone that even a small fault in the 3D model is easy to notice.
Human head is one of the most difficult subjects to model believably. Notice that this is a stylized head which is not exactly realistic. The end result could look for example like this.