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I am currently working on a bike in max 2012, this isn’t a max question just a poly modelling question. The rear fender blends into the frame and then into the bodywork that covers the transmission and oil tank.
The first shot is the model all joined together, and for the most part it is totally quads. what I am looking for are a few opinions on the best way to maintain quads when blending from the frame back into the fender (shot 2).
I have marked one image up with an easy way to maintain quads, but that leaves a few of them on the fold of the curve and not necessarily adding to the blend between surfaces.
Freelance 3D Generalist - Available for work.
BOXX 4850 i7 980, 6 core, 3.33 12gb ram windows 7 64bit Ultimate.
Nvidia FX3800, Max 2012, n stuff. UK
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