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Wrist Gauntlet help
show user profile  TheShrike
Hi all,

I am trying to model a wrist gauntlet similar to the one worn by the cyclops with the stylish haircut in the picture below. I am not sure the best way to do the leather straps that wrap around it. Does anyone have any suggestions for how to accomplish this? Thanks so much

read 582 times
6/15/2010 1:01:03 AM (last edit: 6/15/2010 1:01:03 AM)
show user profile  jareu
the way i would go about it is just to model the gauntlet as normal, in relatively low poly. then use the cut tool to mark in the shape of the straps. then delete the inbetween faces, clean up the topology and extrude

He who says it cannot be done is interrupting the man doing it.

read 564 times
6/15/2010 3:12:16 AM (last edit: 6/15/2010 3:12:16 AM)
show user profile  horizon
Make a spline that wraps around the hand, then loft a rounded rectangle around it.
Do the finish touces by hand (creases, bulges etc...)

read 563 times
6/15/2010 3:13:18 AM (last edit: 6/15/2010 3:13:18 AM)
show user profile  parkerfamily
i loved that game! and i second horizon's method.
read 554 times
6/15/2010 3:39:41 AM (last edit: 6/15/2010 3:39:41 AM)
show user profile  horizon
Nah if parker seconds mine I change my mind to jareus method

read 549 times
6/15/2010 4:09:50 AM (last edit: 6/15/2010 4:09:50 AM)
show user profile  markoid
lol! :D

read 539 times
6/15/2010 6:09:52 AM (last edit: 6/15/2010 6:09:52 AM)
show user profile  TheShrike
I like both of your suggestions, thank you... here is what I got just by using the extend tool on the gauntlet base I had already made. Should I leave these strips one sided? If I do that, when I texture it will the texture just be able to be shown on both sides, by hitting double sided on the material? i have never tried that before and it certainly would save me polys not to make it a full rectangular tube as in the loft idea. What do you guys think?


read 531 times
6/15/2010 7:23:15 AM (last edit: 6/15/2010 7:23:15 AM)
show user profile  Garp
You could also use a displacement map.
Or a normal map if you're concerned by the polycount.

read 525 times
6/15/2010 7:36:38 AM (last edit: 6/15/2010 7:36:38 AM)
show user profile  jareu
by looking at the rest of the gauntlet, polycount doesnt seem to be an issue. I would just use a thin shell modifier. wont majorly affect UVW, and gives a nice natural look

He who says it cannot be done is interrupting the man doing it.

read 519 times
6/15/2010 8:45:49 AM (last edit: 6/15/2010 12:36:27 PM)
show user profile  TheShrike
ya. the rest of the gauntlet had a turbosmooth on it. It is actually only like 300 something polys. I may use a shell modifier on these. We'll see. I am still curious if double sided materials just mirror the texture over to the other side of the poly. Is that how it works?
read 499 times
6/15/2010 6:59:20 PM (last edit: 6/15/2010 6:59:20 PM)
show user profile  horizon
They do, but why would you want it done like that if it's not intended to be low poly? Give it thickness

read 494 times
6/15/2010 7:14:32 PM (last edit: 6/15/2010 7:14:32 PM)
show user profile  TheShrike
I should have mentioned that it is for a video game character. It's not something that is drastically low poly, but any way I can keep the count down the better. Yes I could make the leather straps normal mapped but they look cool with actual dimension. Thanks everyone for all the advice!
read 485 times
6/15/2010 7:30:07 PM (last edit: 6/15/2010 7:30:07 PM)
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