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Now, smooth the model using the MeshSmooth modifier.
Select the SpaceSuit object and apply the MeshSmooth modifier to it with the parameters shown in Fig. 4.33:
Main menu à Modifiers à Subdivision Surfaces à MeshSmooth
Figure 4.33: Parameters of the MeshSmooth modifier used for the character's smoothing
Explanation | The use of this tool was considered in detail in the book "3ds max 4: From Objects to Animation." Select the NURMS (Non-Uniform Rational MeshSmooth) type of smoothing; it is the best one. To avoid "sagging" the texture, check the Old Style Mapping flag. Smoothing once will be enough for now. To take into account the character's sharp angles, check the Separate by Smoothing Group flag. When our astronaut was modeled, we focused on these groups. To retain the shape, it is also useful to check the Keep Faces Convex flag. |
Application of the MeshSmooth modifier noticeably makes objects "look slender." To help the character retained his initial size and volume, apply the Push modifier (Fig. 4.34):
Main menu à Modifiers à Parametric Deformers à Push
Figure 4.34: Restoring the character's volume using the Push modifier
Save your scene.
Select the Character01 object and save your character. The astronaut, not the whole scene, will be used further on:
Main menu à Character à Save Character
You can find our Lesson04(Final).max and Lesson04(Char).chr files on the CD-ROM in the Lessons/Lesson04/Scenes folder.
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