Alright this is the final installment of this three part tutorial into the ways that the Loft modifier works in 3DS Max. In the first part we had the chance to see the basic parameters of the modifier, then we followed with the second part where we took what we learned from the first part and used it to make a road, and in this last part we are going to continue building on that knowledge.
In the following video we can see how to effectively use Loft to make a road that is going up an inclination, while at the same time it incorporates the natural curving and bending that we might expect to see in a realistic road.
So as we saw in the video, by using the Loft modifier we can do more then simply choose lines and extract geometry from it, we can further refine that geometry and the way it bends, twists and deforms by simply controlling the tangent handles of the bezier corners.
So with this i am putting the Loft modifier series to bed, and i’m really hoping that you guys learned something from this and if you really did then share the post around, subscribe to the YouTube channel and keep on learning.
And here we are back again with the second part of our Loft trilogy. This part is not directly linked to the Working with Loft, but it’s rather building on the foundation that we learned from it. In this second part we are going to start off with a single line that is representing our road, then we are going to see how we can fix some of the issues that can arise from dense geometry and even go into texturing the road and fixing the texture issues without having to go deeper into UVW Unwrap.
So just like in the previous part we started off with a simple line and with the help of a few profiles we ended up with a nice looking road that even has street crossings incorporated into the model. With this i would end the second part here, and in the third part we are going to see a few more uses for the Loft modifier.
And last but not least the call to action, if you liked this post or the video then share it around, subscribe to the YouTube channel and keep on learning.
As this is going to be the very first post that is going to be 3DS Max oriented i would like to start it off as a post about Loft, one of Max’s compound object options that i think is really under appreciated in the Modeling community. Anyways in the video below you will be able to see how to use the very basics of Loft, and with just a few 2D splines to obtain some more complex shapes. This is going to be a three part video in which i will try and cover all the aspects of the modifier, and at the same time end up with a cool looking end result.
So as we can see in this first part the Loft modifier we used a few simple lines and ended up with a nice looking table. I will end the first part of the Loft here, and in the next parts we’ll see how the Loft modifier can be used in architectural projects.
So if you liked this post or the video then share it around, subscribe to the YouTube channel and keep on learning.