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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 10: Build the Eye Area
Load Callisto06.max from the CD.
A character’s head is basically a blocky, ovoid mass. The eye area
can be thought of as the subtraction of areas that define the eye and
brow region. Look at the following:
Head 1 represents the basic mass. With a little tweaking, it can
work for a real low-poly head. Refining the head further to suggest a
brow and a nose requires a “subtractive” approach. First, a chunk
needs to be cut away for the brow (2) and then a nose added (3).
Callisto’s head has a nose, but the eye and nose bridge area need
some of the gross geometry of Head 3. To do this you need to both
shape the forehead into a mor ...
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Publisher Resources

ISBN: 9781556220883