Patch modeling in 3ds Max: curved surface blockout

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Uploaded by on Nov 23, 2009

This is the promised second video where I do something useful with patch modeling. :) Building the protective undersuit for this space girl. Artificial muscle and padding inspired. Its all the rage these days.

This of course is not the final product, but a step on the way made faster via patches rather than polys. Changing this to an edit poly is the next step.

Also of note the hip armor piece is also an editable patch object presently.

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  • cool, but 1 million polys? wow, is that just the girl?

  • @Hatterific Sorry for the late reply, Its mostly the girl, and the suit bits.

    Somewhat on the low side for modern high poly source models, but she wasn't anywhere near done. over 5 million is commonplace for the high res source meshes in most AAA productions, as I understand it.

  • what happens when you convert to editable poly? does it translate to a lot of polys or is it somewhat reasonable?

  • @presbarkeep Depends entirely on your subdivision settings in the patch options. Each patch divides to the square of the patch level. So if you re at patch level 2 you get 4 quads per patch. level 5 you get 25 quads per patch. Its reasonable, as much as turbosmooth.

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This video is a response to Intro to Patch modeling in Max
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  • Great model. I was hoping you could tell me ho you manage to make everything so smooth, (yes i know i could add a smoothing modifier but id rather not have to) for example, the lines joining the polys on your model are curved, how did you do it??? thanks

  • never was aware of the strenght of patch modeling. thx for this great introduction!

  • This makes patch modeling look fun. I've always used flat polygons since I was a Lightwave guy for a while, but this could speed things up for clothing and such

  • Thanks very much, very helpful!

  • good stuff

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