I really hate to say this, but this blogging tool full of BUGS! well, just continue:
7. Fill the hole by put some faces.. you can do it by extrude some edges and then wield those edges to fill the holes…
8. Delete some vertex (for mirroring the object later)
9. Add “head”, you can do it by delete faces around the neck, go to edge view and then extrude those poly upperward. in step 3 you’ll see a very long neck that you have to reshape in step 4-8.. I only use resize and move tool…
10. Delete unseen faces… try to optimize the object.. your DS can’t render all the face.. Don’t rely to much on cull_back option.. first, you have to optimize your model by your self.. In my case I delete these faces (as seen in picture no 2).. because I create a character that will drive a kart so those faces won’t be seen.. And I forgot to mention it, DS can only render 2048 poly.. In this tutor in only use around 150-200 poly.. and in the actual game, DS render all my track and these model around 1000-1200 poly using back culling…still far from 2048..
11. Mirroring the model to get a complete model
1.First, choose “mirror” from modifier list..
2.tick on “copy” and “x”
3. collapse all
4. Just YES
5-6.Select the vertices on the center of body, and then wield them..
12 UVW mapping
Well, I’m not an expert on this.. I’m still a newbie.. so I use unwarp UVW.. I’ve seen a tutorial in youtube before, it’s pelt mapping.. It looks easier than this modifier.. I spent about 3-4 hour to mapping the texture using unwarp UVW and rearrange the faces.. Sorry I can’t explain much about this.. it’s really a long process… you can see the result in pict no 4.
13. Drawing in Photoshop..
well, after you mapped the model, you can export the image.. And in photoshop you just need to open that image and then draw it like this:
14. Open material editor in 3DS max
open material editor and then choose “Diffuse” and select bitmap
.. well let’s continue to part 3….http://cupu2cupu.drunkencoders.com/2010/05/17/3ds-max-modelling-part-3/