[QUOTE=Shirky;47394380]Whats the best way to make this bend in the metal?[/QUOTE]
Either a selective vertex bend on a cylinder with symmetry and floating geo or a spline and floating geo if symmetry isn't super important. I've gotten pretty used to splines at this point, and I like that max generates clean UVs for them with little to no effort.
[QUOTE=Shirky;47394380]Whats the best way to make this bend in the metal?
[t]http://i.imgur.com/V8RCch9.png[/t][/QUOTE]
not sure what the max equivalent is, in maya you can create two straight cylinders that have the gap between them that you want, combine them into the same mesh and then bridge the caps of the cylinders. you can then use a curve it creates to adjust the way it bends and you can also adjust the amount of segments used to make the bridge
[QUOTE=Shirky;47394380]Whats the best way to make this bend in the metal?
[t]http://i.imgur.com/V8RCch9.png[/t][/QUOTE]
Everyone's method is correct but my stupidly funny one would be to make two connecting cylinders at a right and then bevel the edges on the 90 degree so it forms a curve.
There's a million ways to approach that shape which makes it awesome.
[QUOTE=salmonmarine;47338696]
In 3DS Max, sometimes, notably after extruding faces in editpoly, I cannot use UVW unwrap unless I select all the faces first. Anyone know whats up with this? Its really frustrating and I've had to start over on a lot of projects because of it.[/QUOTE]
The reason it's "locking" your UVW wrapping tools is because you still have Face mode selected in your Edit Poly modifier after the extrude.
Enter your Edit Poly modifier and deselect whichever mode is currently active. In the screenshot below you can see that face mode is active. Just deselect face mode, reenter the UVW modifier and carry on your merry way. It took me a while to get into the habit of making sure I didn't have any of the modes selected in Edit poly before starting UVing. Even now I forgot sometimes.
[img_thumb]http://i.imgur.com/rzGJ6Zd.png?1[/img_thumb]
Alternatively, in situations where you don't mind losing progress on your UV you can just collapse the stack and re-add a UVW Unwrap modifier to speed things up a bit.
You can sometimes use this little "glitch" to your advantage. For example if you wanted to concentrate on editing the UVW of one single face or a group of faces then you can select the areas you wish to UVW in the Edit Poly modifier, add a UVW modifier and then your selection is limited to only the selected faces. In the screenshot below I've selected three faces in the Edit Poly modifier and then added a UVW modifier. Inside the UVW editing window I can only see and select the previously selected faces.
[img_thumb]http://i.imgur.com/oz7Ghai.png?1[/img_thumb]
Hope that helps man.
Insomnia fell on my head this morning, so I decided to model around this turnaround that Makkon of Polycount/DeviantArt made:
[IMG]http://fc08.deviantart.net/fs71/f/2013/262/3/6/cortana_turnaround_by_makkon-d6mzzk7.png[/IMG]
And here is my 3d interpretation after 3 hours:
[URL=http://s437.photobucket.com/user/Overmind5000/media/blah_001_zpshwnsgssd.jpg.html][IMG]http://i437.photobucket.com/albums/qq97/Overmind5000/blah_001_zpshwnsgssd.jpg[/IMG][/URL]
You guys got any tips for when modelling something based on a 2D image in Max?
[QUOTE=LordOvermind;47398642]Insomnia fell on my head this morning, so I decided to model around this turnaround that Makkon of Polycount/DeviantArt made:
[IMG]http://fc08.deviantart.net/fs71/f/2013/262/3/6/cortana_turnaround_by_makkon-d6mzzk7.png[/IMG]
And here is my 3d interpretation after 3 hours:
[URL="http://s437.photobucket.com/user/Overmind5000/media/blah_001_zpshwnsgssd.jpg.html"][IMG]http://i437.photobucket.com/albums/qq97/Overmind5000/blah_001_zpshwnsgssd.jpg[/IMG][/URL][/QUOTE]
now all we need is a toony styled Master Chief :v:
Edit: just noticed that the thumbs look a slight bit wonky, thumbs don't curve out that much
[QUOTE=Viper123_SWE;47399915]You guys got any tips for when modelling something based on a 2D image in Max?[/QUOTE]
What exactly do you mean? General process or more program specific tips?
[QUOTE=Itauske Roken;47399971]now all we need is a toony styled Master Chief :v:
Edit: just noticed that the thumbs look a slight bit wonky, thumbs don't curve out that much[/QUOTE]
Much appreciated noting the thumbs. Adjusted it to be less curved.
Also, A render. Mind the cheap-ass halo in the background:
[URL=http://s437.photobucket.com/user/Overmind5000/media/Cortana_Render_zpskc48o5d8.jpg.html][IMG]http://i437.photobucket.com/albums/qq97/Overmind5000/Cortana_Render_zpskc48o5d8.jpg[/IMG][/URL]
[QUOTE=~ZOMG;47400129]What exactly do you mean? General process or more program specific tips?[/QUOTE]
Well just tips in general as I am trying to figure out how to make 3D model based on a 2D sprite-ish image from a sidescroller.
[QUOTE=Viper123_SWE;47400606]Well just tips in general as I am trying to figure out how to make 3D model based on a 2D sprite-ish image from a sidescroller.[/QUOTE]
well if you dump the image onto a plane of the same proportions you can use it as a blueprint within your scene and then trace around it with splines or something and go from there, depending on what the object is
you can freeze the plane so that you can't select it accidentally, just make sure you uncheck "show frozen in grey" in the object properties
[QUOTE=Viper123_SWE;47400606]Well just tips in general as I am trying to figure out how to make 3D model based on a 2D sprite-ish image from a sidescroller.[/QUOTE]
Ah, I getcha. Well, I think the most important thing is don't try and directly base it off the image. Create your own interpretation. 2D character and objects from games and cartoons (stylized stuff usually, but even realistic 2D cartoons) very rarely make sense in 3D space. Use the proportions, styling, detail from the sprite, but I would, reference image permitting, use a generic character reference image as a base, or just block something out quickly
[editline]26th March 2015[/editline]
Using Blender, what I'd do is, rather than having it as a viewport reference image, create an image viewer widget thing in a sidebar (but this could be achieved by just having it open in an image viewer in the corner), and have the image there, so I can refer to it and keep it in mind constantly, but it's not in the way
Well I'd imagine that the three dimensional parts wouldn't be too much of an hassle for me, the problem is that I have no idea how to draw a custom shape in Max and then make said shape into a baseline for the rest of the model (I.E. 'fill' the shape or something).
[editline]26th March 2015[/editline]
[QUOTE=Winstonn;47400746]well if you dump the image onto a plane of the same proportions you can use it as a blueprint within your scene and then trace around it with splines or something and go from there, depending on what the object is
you can freeze the plane so that you can't select it accidentally, just make sure you uncheck "show frozen in grey" in the object properties[/QUOTE]
How do I use the spline tools? I've made some basic stuff in Max using shapes and such but I haven't really gotten into the more advanced things yet.
(Following Johns tutorials ATM.)
What image are you basing it off? It would be a lot easier to give advice if we could refer to your exact situation
On the topic of 2D-to-3D referencing, I can't seem to figure out how to take reference on certain areas of this character like the upper torso area:
[T]http://fc05.deviantart.net/fs70/i/2010/210/8/9/JENNY_WAKEMAN_in_my_new_comic_by_mayozilla.png[/T]
The farthest I've gone has been re-doing the head right now:
[T]https://dl.dropboxusercontent.com/u/166582232/XJ-9_render04.jpg[/T]
Also, how do I make models look more [I]"professional"[/I]?
Like how can I make it so that it doesn't look like I just bunched up a number of shapes together?
That's actually a very good example of how 2D objects can't exist in 3D space, specifically the skirt. As it's a fairly simple shape, you could just draw something in Gimp/Photoshop to use as a reference, or just do it freehand and fiddle till it looks right. If you do attempt the latter, start with a really low poly mesh to get the proportions/curves right. It's much easier to block when you can edit an entire mesh by moving, say, 12 vertices.
[editline]27th March 2015[/editline]
[QUOTE=Viper123_SWE;47401090][url=https://dl.dropboxusercontent.com/u/71236376/Spaceship%20RP%20Archius.png]This.[/url][/QUOTE]
You're pretty much going to have to have to completely design and create your own ship here, while keeping it true on one axis, which is likely to be pretty challenging. I would probably consider mocking up a rough top-down reference image to use alongside this, even if it's just a very basic shape
[QUOTE=~ZOMG;47404525]That's actually a very good example of how 2D objects can't exist in 3D space, specifically the skirt. As it's a fairly simple shape, you could just draw something in Gimp/Photoshop to use as a reference, or just do it freehand and fiddle till it looks right. If you do attempt the latter, start with a really low poly mesh to get the proportions/curves right. It's much easier to block when you can edit an entire mesh by moving, say, 12 vertices.[/QUOTE]
It would be nice if you could somehow have the geometry be altered based on the camera angle (maybe via blend shapes or something like that?). That'd be pretty useful for recreating abstract looking characters.
Been messing some with upscaling textures since I revisited this game recently. Working with diffuse textures only = nice.
Still not entirely sure on the fabric texture as I feel it runs against the style of the game slightly.
[img]http://puu.sh/gShZv.jpg[/img]
[img]http://puu.sh/gShIB.jpg[/img]
[img]http://puu.sh/gSi76.jpg[/img]
Yeah the burlap texture for the shirt could use some work. Otherwise, everything looks pretty great.
[QUOTE=fewes;47408595]Been messing some with upscaling textures since I revisited this game recently. Working with diffuse textures only = nice.
Still not entirely sure on the fabric texture as I feel it runs against the style of the game slightly.
[img]http://puu.sh/gSi76.jpg[/img][/QUOTE]
How did you retrace the outlines of the various uhhh... things...?
Did you actually trace over it, or used some method to make the lines sharp without tracing?
[QUOTE=Stiffy360;47409243]How did you retrace the outlines of the various uhhh... things...?
Did you actually trace over it, or used some method to make the lines sharp without tracing?[/QUOTE]
It's a mix but mostly manually painted edges and stuff combined with lots of layer styles.
[QUOTE=fewes;47409287]It's a mix but mostly manually painted edges and stuff combined with lots of layer styles.[/QUOTE]
Ah, okay, thanks!
[QUOTE=ZombieDawgs;47397599]Everyone's method is correct but my stupidly funny one would be to make two connecting cylinders at a right and then bevel the edges on the 90 degree so it forms a curve.[/QUOTE]
If you're doing that by chamfering the connecting loop where the two cylinders meet, it's actually not "correct" as it subtly fattens out the edgeloops created from the chamfer, it's subtle but noticeable.
[img]http://i.imgur.com/kx2060y.png?1[/img]
Would anyone here be interested in giving me a hand with this project?
[url]http://facepunch.com/showthread.php?t=1457190[/url]
What are the next steps towards making something like this look better?
[img]http://i.imgur.com/ud1J4kJ.png[/img]
I know this isn't the appropriate thread for asking this, but does anyone have a good link to help people get into making models?
Thanks.
[QUOTE=TechnoSandwic;47411023]I know this isn't the appropriate thread for asking this, but does anyone have a good link to help people get into making models?
Thanks.[/QUOTE]
I'm a bit new myself, but if you have any questions I'd be happy to help, just PM me!
here's a very good one for current gen weapon modelling: [url]https://www.youtube.com/watch?v=2Tgy0lBdJK0&list=PL1DC5F84E27839BAA&index=1[/url]
you can also indeed take everything you learn from these and apply it to other types of hard surface (think most every man made object, tools, cars, machinery etc), and a lot of the workflow could probably apply to other types of modelling as well. I recommend it highly.
On the subject of 2d to 3d I've spent the past week modelling this big metal box.
[IMG]http://metroid.retropixel.net/games/metroid4/boss_box.gif[/IMG]
Doesn't have any concept art it seems and the sprites only faced one way. Took the liberty of filling in the blanks myself.
[T]http://orig09.deviantart.net/3a45/f/2015/082/e/d/bawks_by_blueflytrap998-d8mx57n.jpg[/T]
Here's my current progress. Lowpoly not shown.
Thoughts?
[IMG]http://orig03.deviantart.net/2f10/f/2015/087/7/4/biuyhb_by_blueflytrap998-d8neqk2.jpg[/IMG]
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