From the course: Game Art: Model & UV Map a Low Poly Character
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Using symmetry modifiers to keep the shape - 3ds Max Tutorial
From the course: Game Art: Model & UV Map a Low Poly Character
Using symmetry modifiers to keep the shape
- [Instructor] Continuing on from the previous exercise, it may, at this moment in time, look as if our modeling is complete, due to the fact that we have our guide geometry sitting in the view. Of course, it (laughs) actually isn't, and so let's exit and then reenter Isolate mode again, leaving us with just the geometry that we have created thus far, which includes the courts that we added in the previous exercise. Now you will notice there that we only added courts to just one side of the geometry, which (laughs) wasn't a mistake. Because we are now going to add a symmetry modifier, making sure that in this instance, it is operating on the X axis. Which, as you can see, now gives us courts on the opposite side of the mesh as well. What we want to do now is add an Edit Poly modifier to the stack, calling it Delete, as well. And after coming into Vertex Sub-Object mode, let's make sure that the Threshold option on the Symmetry modifier has indeed welded all of the vertices in the…
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Contents
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Creating the hub7m 16s
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(Locked)
Shaping the hub4m 22s
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(Locked)
Unwrapping the hub5m 42s
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(Locked)
Creating the drive shaft, part 14m 49s
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(Locked)
Creating the drive shaft, part 22m 28s
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(Locked)
Using symmetry modifiers to keep the shape6m 4s
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(Locked)
UV mapping the drive shaft3m 49s
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(Locked)
Building the drive cylinder4m
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(Locked)
Using guide objects5m 36s
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(Locked)
Detailing the drive wheel5m 1s
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(Locked)
Finishing off the drive wheel3m 44s
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(Locked)
Setting up UV maps for the wheels3m 26s
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