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3ds Max 9 Bible
3ds Max 9 Bible
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Rendering with mental ray & 3ds Max
Rendering with mental ray & 3ds Max
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Realistic Architectural Visualization with 3ds Max and...
Realistic Architectural Visualization with 3ds Max and...
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Modeling a Character in 3DS Max, 2nd Edition
Modeling a Character in 3DS Max, 2nd Edition
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3ds Max 9 Essentials
3ds Max 9 Essentials
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Introducing 3ds Max 9
Introducing 3ds Max 9
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Essential CG Lighting Techniques with 3ds Max
Essential CG Lighting Techniques with 3ds Max
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Welcome to CG Online Tutorials
Welcome to CG Online Tutorials - In this tutorial let us learn how to create a human hand using a reference image in 3ds max.
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Step 3
Now click OK and go to Front View and do the same thing as we did before to import image in the top view. Now change the front camera to BACK by right clicking on the FRONT and go into views and select BACK. There’ll be no change in the image. So now when you’ve finally adjusted your images let’s start blocking the palm area first. For this part of tutorial on modeling a hand let us use Box modeling process, which is so far the easiest way of learning modeling. Well, I found it easy for Beginners. Activate your Top view port and if you want to hide the grid simply press G in your keyboard and to unhide the grid again press G key. The most important thing I’d like to tell you guys, please keep saving the data regularly and every time you make changes in your work. Now select box from command panel (Standard Primitives) and start modeling from the top view. I have just placed a box according to my need and then started to add segments. I have added 4 in length and 3 in width of the box as shown below.
 
Figure 3.  Click here to view larger image.
 
Step 4
Now let us convert the box to edit poly by going to “Modifier List” and select the option from the drop down list.
 
Figure 4.  Click here to view larger image.
 
Step 5
Now let us apply turbosmooth and check the “Show Cage” option. (Show Cage Toggles the display of a two-color wireframe that shows the editable poly object before modification or subdivision. The cage colors are shown as swatches to the right of the check box. The first color represents unselected sub-objects, and the second color represents selected sub-objects. Change a color by clicking its swatch. Typically this feature is used in conjunction with the NURMS Subdivision feature, or with the MeshSmooth modifier , because it lets you easily toggle visibility of the unsmoothed base object while simultaneously viewing the smoothed result, but it works with any modifier. When used with a modifier, turn on Show End Result to make Show Cage available).
 
Figure 5.  Click here to view larger image.
 
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