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ArtZone Heading
Guide to Making a Polygonal Head with NURMS
Added on: Wed Jan 10 2001
Page: 1 2 3 4 

The drawback to this of course is, once the face count for the mesh multiplies, 3DSMax can really slow down.
Whenever I reach that point, I just turn off the Show End Result button, and just do my detail work on the control mesh itself, then turning on the toggle button to see the Meshsmoothed version.

After all the refinements and detail work are finished, I then delete the Instanced copy of the original mesh, and then re-mirror it again as a Copy version. The reason being is that you cannot Attach an Instanced version of the mesh to the orignal mesh; something that we will have to do in order to fuse the head as a whole.
I also make sure that the Meshsmooth modifier is also deleted on the stack before I attach the mirrored version of the mesh.

Once everything is ready, and the mirrored mesh attached, the very last step is to Weld all the vertices that meet between the edges of the two halves. I usually like to set my Weld properties very high (10 or so), just to make sure that everything welds accordingly.

Weld vertices to turn the mesh into one solid head.

After the welding process, the mesh should be ready and good to go.

The end result of all that work...whew.

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