Join Ryan Kittleson for an in-depth discussion in this video Working symmetrically, part of Modeling a Character in 3ds Max.
Most characters that you model will probably be symmetrical.…By modeling one side of the model and having Max automatically do the same thing…to the other side, you save time and effort.…It sure would be a lot more work to manually model both sides of the character.…As you can see, Hank is just half a man at this point.…Symmetry can be used to turn a half a model into a fully symmetrical model.…Let's select Hank and then go to the Modifier stack.…We want to do is add a Symmetry Modifier,…so let's scroll down to Symmetry.…
Now there is a problem to deal with right from the start.…You see this modifier bases the axis of symmetry on the pivot point of the model.…We can either delete the Symmetry Modifier and then move the pivot point or we…can move the axis of the symmetry independently of the pivot point.…Let's do the latter. Let's open up the Symmetry subobject and click on Mirror, so now we can edit…the object's mirror point.…This gives us direct access to the axis.…Now we can just move this tool to position the mirror point to our liking.…
- Extruding edges and faces
- Working symmetrically
- Setting up the image planes
- Creating the basic facial structure and features
- Modeling and fleshing out the body
- Creating the hair with extruded NURBS curves
- Modeling clothes
- Putting on finishing touches
- Understanding UVW maps and seams
- Dealing with UVW maps across multiple objects
Skill Level Intermediate
1. Overview of Character Modeling Tools and Skills
2. Modeling the Head
3. Modeling the Body
4. Modeling the Hair
5. Modeling the Clothes
6. Finishing the Model
7. UV Mapping
Refining the UVW layout7m 1s
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