From the course: 3ds Max 2024 Essential Training
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Box modeling for subdivision surfaces - 3ds Max Tutorial
From the course: 3ds Max 2024 Essential Training
Box modeling for subdivision surfaces
Box modeling is a term that's sometimes used to refer to subdivision surface modeling. That's because with subdivs we almost always start from a box primitive like this one. As we saw in the previous movie, a box is composed of all quadrilateral polygons, which is the optimal structure for subdivs. Before modeling with subdivs, we should establish an appropriate level of detail for the control cage. Remember that the box, or the original base object, is merely a control cage. It's a means to an end for shaping the object with subdivs. In preparation for that, we should try to determine roughly how many points we need on that control cage. Too few vertices or control points would make it impossible to resolve the curvature we need. We literally wouldn't have enough control. Too many vertices on the control cage cage would force us to micromanage many points and that would defeat the purpose of subdivs. Also too many vertices can result in a lumpy, messy output instead of a smooth…
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Contents
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Understanding subdivision surfaces4m 35s
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(Locked)
Best practices for modeling subdivision surfaces7m 54s
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(Locked)
Box modeling for subdivision surfaces4m 33s
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(Locked)
Modeling with the Symmetry modifier8m 35s
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(Locked)
Modeling curvature with Soft Selection9m 45s
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(Locked)
Refining geometry with SwiftLoop3m 14s
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Constraining sub-object transforms7m 43s
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(Locked)
Correcting a seam with Align to Grid3m 48s
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(Locked)
Sharpening corners with Edge Crease7m 21s
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(Locked)
Baking subdivisions5m 28s
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