Descargar Crack 3d Studio Max 2009 G2 Makes Some Cuts

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Very helpful, but I still have one question. The border selection tool is only working for me on the open end of an object, while my friend said he was able to select fully wrapping around lines ANYWHERE on his models with it. I too started out in Maya, and I know the shortcut for selecting a line that wraps around your model (so you don’t have to individually select line segment by line segment) was to click on one line segment and then press a directional arrow on your keyboardwhat’s the max version shortcut?

I used the same method that I used for the Eyes, Nostrils and mouth by extruding polygons inwards. The only problem I had here was that I obviously needed a lot of polygons to extrude and also I needed a gap between then.

This meant that on either side to just cover the gills I was going to need at least 9 polygons so that the spaces in between would work. To accomplish this i used the 'Cut' tool, which I had used in both previous models and was now conifdent with. I started on the underside of the Stingray and ended up on top after going around the edge. It is important to have your cuts go in a big loop to improve the quality of the turbosmooth. I started off by turning my half a stingray into a full stingray. This is done by having the 'Symmetry' modifier on and selected all of the model, right clicking and converting it to an editable poly. This elimiates the symmetry modifer and welds the two parts together into one big stingray.

I then used the extrude tool to pull a tail out of the back of the stingray. I Extruded the main body of the tail at first and then used the vertices and Lines angles to create a more realistic shape for a tail. The big white splodge is covering the tiny pieces of the stingray. These were the gills and the innerds of the mouth,nose and eyes.

I wanted these to be white and thought it would be easy to cover them this way. The top right part of the texture is covering the tail. The point of the tail was painted black but it will not show up in this image as the background is black. I then added the material to my Stingray and I was extremely impressed with how it looked. I played about with the amount of texture that covered over the white colour on the bottom of the stingray. I just kept editing the amounts until I was happy with how it looked.

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Below are my final Images of my Stingray. I took one of the top and one of the bottom so you cans ee the effect on both sides. With the disaster that had happened with Goldfish texturing I was ever so happy with how the texture came out on the Stingray. With te final texture added I decided to add a 'Bump map' to the model, a technique that Richard had showed us in one lecture.

I used the same image that I had used for the material and I think it made such a greate difference and really made the texture come to life and look realistic. This is the skin with NO Bump Map on it. This is my final Skin for the Stingray that DOES have a Bump on it.

I think it looks tonnes better and makes the model look more realistic. I decided that i was going to create this model a bit differently to the Giraffe. I had seen a lot of people using reference images to actually create the model whereas I just used images to look at for my Giraffe.

I thought I would attempt this method and see how it goes. I started off by finding an image that had the kind of shaped goldfish I was looking for. I then created a large plane in the scene, which i added a basic material to. I edited this material by adding the bitmap of my goldfish image as in the picture below. It was going to be very much a case of trial and error because I was working with one side of the fish. It would not be until I had finished stretching it out I could use the 'Symmetry' modifier and see what the overall fish looked like.

My first attempt is shown below and as you can see I stretched out a tad too far and ended up with more of a puffer fish. My second attempt was a lot better and would allow me to move onto the next stage when it was completed. I was now going to work on the back fin. I used the vertices and lines at the back end of the body and started to extrude them across the fin giving me some more Polygons to work with.

I then edited the vertices over the top of the image to get the correct shape. The way I eventually worked of doing it was to pick a polygon where I thought was about right for the fin. I then extruded this out away from the body to a suitable distance. I then took the edges of this polygon and extruded them down the body. I repeated this process a few times and now had a rectangle along the side of the body to work with.

From this point it was simple as I just modified the positions of the vertices to create the shape. When the turbosmooth was added I checked to make sure nothing had overlapped and all was good. Once this was all done, my fish now had a completely roudned shape and the fin and body were all joined together perfectly. My only problem was now I had a gap at the front of my fish where I needed to put the mouth. I moved some of the vertices around, used the 'Target Weld' function to push some together and in general just played about with the vertices to get a form of frontal fish look. I then moved 3 of my edges toether and move the middle one into the body. This then created the effect of the mouth as shown below.

I now was able to add my scales and fins to the goldfish. I was going to use the image I originally used for my plane and as reference to add the scales and fins to my fish. This took hours to do because I wanted to make sure that the person viewing the fish would not be able to see where bits had been placed together. I went through and worked on the main body, the udnerside of the fish, each of the fins individually and then most of the time was spent tidying it up to make it perfect.

Conitnuity was key here because as i said earlier I did not want anyone to be able to pick out where I had joined certain image parts together. Unfortunately this is where the enjoyment stopped for me because I came across a big issue. Where I had flattened my image I was able to see the whole image on 1 level. This was fine for most of the body but when it came to sorting out the head I had a problem.

I was able to add the head to the side of the body with no problems but then when i looked at the front, the mouth was in trouble. Due to the way the mouth was created, there was a very large amount of small polygons used on the front. This meant that when it came to unwrapping the model, there were a lot of smaller pieces that really couldn't be attached anywhere because it would ruin the model. I wasn't sure what to do really so I sat about and had a think of how I could fix this. My plan was to restart the UV Unwrap, push the images together better so I had a much more sensible image to use to edit in Photoshop. So as much as it hurt to do so I did this and went through the same methods as before.

I was now going to push the two sides of the fish more together on the UV Unwrap as shown in the image below. I would then place the whole Goldfish iamge on top of the unwrap because I had seen a few other class members using this idea and I thought it would work well. So I spent some time working on this unwrap, putting the fins onto the model etc however I came across a big issue that I STUPIDLY had not thought about. When I had previously done all of my unwraps, my eyes were still in place so there were some polygons missing from the overall shape to make room for them. When I placed the whole fish image on top of the Unwrap firstly there was going to be a random gap where the polygons had made way for the eye socket and secondly my fish was now going to have 4 eyes, the 2 that i created and the 2 from the image placed on top). I tried going back to the original model and deleting the eyes and eyesocket and returning it to its normal state. Unfortuantely in doing this I had to basically delete my UV Unwrap.

When I tried to go backk to my map, it had been reset with the new shape and I was going to have to re-do all of the unwrapping. At this point I had to consider what would be best with the short time I had left. I decided that I felt my model was superb and the main part of the assignment was the actual model so I decided I was not going to waste too much time going back on the materials. I was disappointed that I did not have anything on the fish so it just looked like The Hulk at the moment.

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I considered different things I could do and decided that I was going to add the image I used as a reference, as a material. I could then add the material to the model and see how it looked. The image i used for the material is below. I did the same thing for the legs on the far side and then for the neck. To get the correct angle for both the legs and the neck, I used the Vertex and Line tools in my editable poly and angled tem accordingly.

I also used the same idea for the tail although it was a bit harder as I needed it to come off of the original shape and then extrude downwards. To do this I firstly used the 'Chamfer' tool, which takes a vertex and creates a polygon from it.

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This then allowed me to Extrude the polygon out of the centre of the body. I kept Extruding and Angling my vertices so that I got the desired shape. After creating the mouth I then moved onto the eyes. I was a bit puzzled about how I was going t do the eyes because a Giraffe's eyes are actually on the side of its head whereas most animals, including humans, have them on the front. I was able to use the 'Chamfer' tool once again to create a polygon on the side of the head but was angled enough that it was still visable from the front. I then used te Extrude tool again but this time I pushed the polygon inwards to create a small hole where the eyes would be. I started off by looking online for some tutorials to see what and how some of the tools were used.

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I found a couple on the Internet but none really stood out and helped me greatly so I thought the best way to learn would be through trying. I added the modifier onto the tail and went through all te different options.

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Funnily enough I learnt some great things that you can do wit the modifier that I will definitely use in the future but unfortunately no matter what I tried I was unable to get a bushy tail affect I tried combing the hair into place, cutting the extra hairs away, increasing the hair count, increasing and decreasing the amount of hair segments and randomness, editing the area it attached and I even added a 2nd Hair and fur Modifier to see if it would increase the bushyness. I decided that the model looked a lot better without te hair because it was too wavey and looked very unrealistic and in my opinion, pretty poor.

I decided that I was not going to keep it on the model but took some screenshots to show you all what it did look like. After a bit of disappointment with the bushy tail, I now moved onto the texturing and materials of the Giraffe. I had seen that classmates had started to look into using a UV Unwrap to complete their textures. As this was my first model in 3ds Max, I decided that I would simply stick to adding materials. I looked on the Internet for a nice image of a Giraffe skin and added it to my maters.

I played about with a few of the settings to get it how I wanted it to look. I then added a bump map of the same image to make it look more detailed, which in my opinion it did make a big difference.

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