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Box modeling for subdivision surfaces

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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