Skip to Content
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
584 pages
16h 53m
English
Jones & Bartlett Learning
Content preview from Modeling a Character in 3DS Max, 2nd Edition
Divide the bottom edge where the arm will meet the
torso, lower the new vertex about .5 units along the Z-axis, and turn
this other edge so it’s shorter and the faces are more evenly
distributed.
Step 5: Extrude and Shape the Shoulder
Everything you’ve done with the minor tweaks to the torso has
shaped these five triangles so they can be extruded and shaped into
the shoulder:
Chapter 8 / The Back, Neck, and Shoulders 265
With those faces selected, enter a Face
Extrude value of 5.5.
Hit Enter and drop the new faces down by
2.5 units along the Z-axis.
With the ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

3ds Max Modeling for Games, 2nd Edition

3ds Max Modeling for Games, 2nd Edition

Andrew Gahan

Publisher Resources

ISBN: 9781556220883