Polymodeling with Max
Book Outline-
Chapters
1. Introduction- What this book is all about, as well as a brief
overview of the authors credentials
2. Modeling Types- We are going to cover all of the modeling
options, as some will lend themselves later to the polymodeling
process.
Splines-
Nurbs
Patch
Box
Polymodeling: an intro to our preferred method of modeling
- Features covered will include spline modeling, surface modifier
basics. Creating a base mesh we can later apply polymodeling
techniques to.
-A brief discussion of the Nurbs modeling toolset and
functions.
-Patch modeling tools, usage and conversion to an editable poly
mesh. We will build a basic mesh and convert so we can apply
polymodeling techniques.
-Basic Box modeling overview with a focus on the tools and
techniques commonly used. Extrude, inset, bevel, chamfer tools will
be introduced and demonstrated. As before we can use this mesh as a
base for polymodeling techniques.
-Polymodeling: an intro to our preferred method of modeling. A
brief discussion on this technique, and the benefits of its
use.
3. Polymodeling Basics-Techniques used to add detail to a model,
various methods to move sub-object selections with precision.
-Editable poly
- Shift/Drag method will be introduced and demonstrated. Shift drag
will be the basis of many of our model building exercises later on
in the book.
-edge and face constraints, usage and benefits. The constraint
systems are a key element to our polymodeling workflow later
on.
-Inset, bevel, chamfer, bridge to create and form our model.
-Sub-object Selection methods, conversion techniques to speed
workflow.
-edit poly modifier
4. Modifiers-Letting Max do the work for you------Information, as
well as a demonstration of how allowing the application to do
calculations can often result in a cleaner end product.
-Bend Modifier, Taper, Spherify and other applicable object-space
modifiers. A demonstration of how these modifiers will produce
cleaner meshes. We will later model a detailed object in a flat
state and use a modifier to give it a curved surface.
5. Derivative modeling and other techniques to speed up your
polymodeling workflow--- We are going to cover the method of
extracting part of a mesh to build another mesh, using repetitive
geometry, and using the info from the last chapter to alter an
existing model into something unique.
-Detach element, detach polygons to create additional geometry from
existing models.
-edge constraints to shape and fine tune the new object
-Shell Modifier to create depth and thickness to our models
-Snap tools to align sub-object elements to existing meshes.
6. Theory and application--Not a very technical description, we are
just going to discuss what works, and why it works, without getting
involved in any information that may be confusing.
-Edge loops, what they are and why they are good
-Vertex proximity, how vertex placement influences the detailed
areas of our models.
-Sub-object placement-positioning and manipulation of all
sub-object elements
-mesh flow, directing a mesh flow through the use of polymodeling
tools
7. You are in Control-Your mesh shouldn't dictate your final
output- We are going to cover some common polymodeling mistakes,
and the simple, and not so simple solutions to them.
-Welding vertices to create smooth corners and transitions
-Pinching and correction, steps to eliminate common mesh errors
-mesh, loop and vertex density
8. Preparation-Tips to make your projects go smoother- Basic
overview of references, applications, blueprints and other aspects
that aid in the process.
-Reference collection, and resources. Where to find refs, how to
prepare them for optimal usage later on.
-Setting up blueprints, mapping images to planes that are used as a
guide for polymodeling.
-Spline guides, we are going to show the benefits of using splines
to map out your meshflow
-Image manipulation with an image editor for better result when
modeling.(changes to saturation, color and size)
-Using ACDSee/settings to efficiently view reference while
modeling.
9. Hard-Edge Modeling- A step by step excercise in hard edge
modeling(man made objects). We are going to cover some material
that will have the reader producing clean, professional
results.
-Tutorial using all of the tools mentioned earlier. Vertex and edge
placement, and density, as well as constraints will be covered.
-techniques to implement, and when to use them
10. Organic/Soft-edge modelling-- Step by step excercise covering
important aspects of Organic modeling. We will touch on creating an
animation ready mesh.
-Tutorial using all of the tools mentioned earlier Vertex and edge
placement, and density, as well as constraints will be covered. We
will also show proper mesh flow and how to create an animatable
mesh.
-techniques to implement, and when to use them
-Edge loops and deformation
11. Mixing it up- Crossing boundries between soft and hard edge
modelling.---Information about the use of 2 very different modeling
disciplines to benefit each other in the creative process.
-Crossing of techniques to create more natural results.
12. LOD(level of detail) for production - Enough is Enough-- An
overview of what is required in a deadline environment. We always
want to add more detail, many times deadline dictates what we can
actually do. Tricks and tips to get the best results with time
limitations.
-Modeling for a deadline
13. Non modeled Geometric detail-Bump and Displacement mapping-- We
are going to cover the growing importance of displacement, and bump
maps to add non modeled detail to your models. We will discuss pros
and cons of each, and when to use each 1.
-how to prep a model for export to 1 of theses apps(basic
steps.)
-UV unwrapping is involved, this is a bit of a tedious process, so
every
detail will not be covered
-Basic overview of what 1 would typically do in z-brush/mudbox.
Painting details, subdividing meshes
-Export of displacement maps (a map that gives the illusion that
your
model has much more modeled detail)
-Finally we will reimport the model/maps, and show how to set-up
3dsMax
to show the result of the work done in the external application
14. Scripts, Plug-ins and other additions-- A basic overview of
some scripts and tools that make modeling even more user friendly
within 3DS Max.
-Polyboost- Basic overview and usage
-OrionFlame-Basic overview and usage
15. Final word
Todd Daniele has worked for several major N.Y. based studios, including GuerillaFx. Daniele's work for GuerillaFx has been featured on TV, the Internet and even the Jumbo-trons in Times Square (NYC). He has contributed work to several high-profile clients including: Coke Zero, MTV, Old Navy, Procter and Gamble, Nike, Cingular/ATT and BMW.
"I consider myself a seasoned 3ds Max user, but I have always struggled with poly-modeling organic shapes inside 3ds Max. Todd Daniele explained several of the "missing links" for me. Without any hesitation I would highly recommend this book to anyone using 3ds Max that wants to immediately improve their modeling techniques." --Jeff Patton, Freelance Digital Artist"While I personally feel like Todd may be giving a little bit too much away, his new book is the perfect companion for both intermediate and über-advanced modelers. Whether you're looking for a refresher on the basics or trying to take it to the next level, Todd's book is a must-read!" --Jesse Holmes, Freelance TD & VFX Supervisor
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