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that reminds me I'll have to quadify the head for the next render. It's all quads, all triangles or nothing. never both... apparently.
Ah, well, now, you say 'apparently'.....but who said that? Someone who doesn't know why probably.
If you don't intend to sub-divide the mesh then a mix of tri's and quads is fine.....you proven that already.
People do 'say' you should stick with all quads but for a 'hard surface' model its not really necessary...sometimes it can't be avoided.
Tri's are good for animation, they allow for deformation of surfaces but again, with a 'hard surface' its not going to deform so quads are fine.
I'm rambling here but its really good to see you not using turbo/mesh smooth....its a sign of a very good modeller!
Looking forward to the next instalment.
Regards.
MrTom.
Thank you Dv8, funnily enough, I've touched 3ds max very little for some time, I've mostly been using it for importing basic models(mainly just slightly modified boxes) into a game. I started this project off not knowing how I was going to approach the new revision and I just settled into it after a few failed attempts to start it off, I knew the basics of how to edge model (hold shift and move the new edge out) but I didn't think I was very good at it not as good to create something like this with a half decent poly flow and no rendering errors.You've gone a long way since your first 3d images, Z.
This one's a beauty.
As for your meme.... nice one. But frankly , you know what you're doing and where you want to go with your 3d knowhow.....