What I did to get a feel for RTW models was to import lots of the stock RTW models into Max. Then you switch the viewport to 'wireframe' and you can see how hte mesh was built up. You can see the symmetry, and also how many polygons are used. Also of interest, is the way the mesh is divided up at the joints. This is important if you want the models to bend nicely and not distort.
I was more used to mechanical joints which required seperate pieces rather than single continuous meshes....so it took a while to get this right. When making human units for RTW, I still tend to use arms and legs from stock models as a starting point and reference!
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