From the course: Game Art: Model & UV Map a Low Poly Character
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Creating the rest of the frame - 3ds Max Tutorial
From the course: Game Art: Model & UV Map a Low Poly Character
Creating the rest of the frame
[Instructor] Now, having already created the extrude for one side of our frame head, you may be wondering why we didn't just add a symmetry modifier at the end of the previous exercise, and call it done. Well, the fairly obvious answer, as we look at our mesh here, is that it isn't, of course, perfectly symmetrical. Similar on each side, but not the same. And so in this video, we are going to follow pretty much the same steps as the previous exercise in order to get this piece of the mesh completed with the geometry we have created so far. Select it, then, let's add a symmetry modifier and set about fixing the position of our verts. Once we have added another edit polymodifier to the top of our stack, we can then press the 1 key to jump into vertex of object mode. Let's start by selecting the second set of vertices on the extrusion, and just move these into place. Pressing the E key, we can also rotate them around a little bit as well. We can then grab the first row of vertices, and…
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Contents
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Creating the main wheel support5m 6s
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(Locked)
Refining the wheel support model4m 52s
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(Locked)
Creating the wheels4m 44s
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(Locked)
Modeling the wheels detail4m 4s
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(Locked)
Prepping the model for UV unwrapping4m 47s
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(Locked)
Unwrapping the wheels and support6m 8s
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(Locked)
Creating the single wheel4m 42s
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(Locked)
Uwrapping the single wheel2m 54s
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(Locked)
Creating the main support5m 35s
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(Locked)
Unwrapping the main support2m 10s
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(Locked)
Modeling the tread assembly frame5m 26s
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(Locked)
Creating the rest of the frame3m 1s
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(Locked)
UV mapping the frame mesh4m 33s
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(Locked)
Using splines to create the tracks4m 56s
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(Locked)
Unwrapping the tracks2m 42s
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