From the course: 3ds Max: Hard Surface Modeling

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Adding subdivision

Adding subdivision

- With the basic outline shape of our viewport guard in place, what we need to do now is add both thickness and smoothing to it. And then, of course, adjust the overall shape so that it looks much more like our reference image. And so, let's select the geometry in the viewport. And then from the command panel, add a shell modifier to it. Now the thickness amount that we add here will, of course, depend on not only the look that we want to create for the guard, but also on the scale at which we're working. In this instance, I'm just going to set an outer amount of about zero point five centimeters, as I think that will be thick enough for what we need. To take our next step, which is to add some outward curve or shaping to the mesh, let's drop back down to the editable poly level on our mesh and jump into vertex of object mode. We will need all four sets of interior vertices selected here and so, if they are not already highlighted, just drag a marquee selection around them, making…

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