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Table Of Contents

Controlling Bezier Handles
Spline-Modeling an Eye Socket
Patch-Modeling a Computer Mouse
Box-Modeling a Cartoon Turtle’s Head
Working at the Edge Level
Working at the Border Level
Working at the Polygon Level
Working at the Element Level
Working at the Vertex Level
Poly-Modeling a Nose Using the Shift–Drag Technique
Selections and Conversions
Modifiers—Letting Max Do the Work for You
TurboSmooth and MeshSmooth
Modeling the Body Panels
Modeling the Wheel
Poly-Modeling: Iguana’s Head
Poly-Modeling: Iguana’s Body
Mixing Techniques
Softening Hard Edges
Nonmodeled Geometric Detail—Bump and Displacement Mapping
ZBrush Basics
Mudbox Basics
Back in 3ds Max
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Poly-Modeling With 3ds Max Thinking Outside of the Box

Poly-Modeling With 3ds Max Thinking Outside of the Box

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Published by Adam Kenteroglou

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Published by: Adam Kenteroglou on Sep 12, 2011
Copyright:Attribution Non-commercial


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