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Modeling a Character in 3DS Max, 2nd Edition
book

Modeling a Character in 3DS Max, 2nd Edition

by Paul Steed
January 2005
Intermediate to advanced content levelIntermediate to advanced
584 pages
16h 53m
English
Jones & Bartlett Learning
Content preview from Modeling a Character in 3DS Max, 2nd Edition
Step 2: Scale the Geosphere to Fit the Guide
Now Non-Uniform (NU) Scale the sphere along the X-axis by
65%.
By shaping the geosphere, you’re establishing a rough approxima-
tion of a human head using a primitive shape. Like I mentioned
earlier, I use primitives as the starting point for building low-poly
characters all the time. It definitely saves time and since the engi
-
neers at Discreet went to all that trouble to put them into the
program, why not use them?
Step 3: Delete Half the Geosphere
Go to the Modify panel and apply an Edit
Mesh modifier to your geosphere.
Hit the Vertex sub-object icon .
72 Part II / Modeling
Select all the vertices on the
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Publisher Resources

ISBN: 9781556220883