• Digital 3D Art v9
    6,260 replies, posted
Try some subdivision modelling tutorials for 3ds max, you'll probably understand it better than the way I would try to explain you.
alright thanks :) Edit : Progress! [IMG]http://dl.dropbox.com/u/34705041/Permanent/Ford%20fiesta2.png[/IMG]
[QUOTE=Thejuju64;34782799]alright thanks :) Edit : Progress! [IMG]http://dl.dropbox.com/u/34705041/Permanent/Ford%20fiesta2.png[/IMG][/QUOTE] Also, you could check out a feature within the polymodeling toolset called "crease" I don't really like it, cause it's a fake way of doing sharp edges, but I believe that if it's used properly, you could probably get some good results.
[QUOTE=Domino;34785903]Also, you could check out a feature within the polymodeling toolset called "crease" I don't really like it, cause it's a fake way of doing sharp edges, but I believe that if it's used properly, you could probably get some good results.[/QUOTE] Thanks :D i will try
figure i'll post some random shit i've made in the last few years [img_thumb]http://dl.dropbox.com/u/7539801/Emporium/mailboxpreview9.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/7539801/Emporium/randomgrenadelauncherpreview.png[/img_thumb] partial credit for this next one to idletard, for improving my old model and uvmapping <3 [img_thumb]http://dl.dropbox.com/u/7539801/Emporium/sonya64004800.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/7539801/Emporium/grenadelauncherpreview.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/7539801/Emporium/weldinggunpreviewagain.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/7539801/heavypjs1.gif[/img_thumb] [img_thumb]http://dl.dropbox.com/u/7539801/final.png[/img_thumb] didnt model this next one entirely, but i helped to fix the smoothing [img_thumb]http://dl.dropbox.com/u/7539801/paintepreview.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/7539801/morepaintpreviewshurr.png[/img_thumb]
Crappy vimeo quality turntable of a guitar I made for fun. [video=vimeo;37127365]http://vimeo.com/37127365[/video] [B]Edit: [/B] Image of less crappy quality. [THUMB]http://dl.dropbox.com/u/2344342/wiptest_009_composited_03.png[/THUMB]
i need to take a nurbs model i made and basically do the equivalent of Max's shell modifier. All the features of max that maya lacks just make it useless. If i wasn't required to have something in my scene made with nurbs i'd just use max for the entire project and import to maya for rendering.
[QUOTE=DOG-GY;34803816]i need to take a nurbs model i made and basically do the equivalent of Max's shell modifier. All the features of max that maya lacks just make it useless. If i wasn't required to have something in my scene made with nurbs i'd just use max for the entire project and import to maya for rendering.[/QUOTE]The lack of polytools is really maya's weak spot. And even the existing ones are quite outdated. I wonder why autodesk doesn't bother upping maya's modeling tools.
In london now visiting some VFX companies, saw The Mill, MPC, Double Negative and Studio AKA. Also met Kevin Smith in the airport! And literally bumped into Bill Nighy on the street, love it. n
[QUOTE=Scotchair;34804922]In london now visiting some VFX companies, saw The Mill, MPC, Double Negative and Studio AKA. Also met Kevin Smith in the airport! And literally bumped into Bill Nighy on the street, love it. n[/QUOTE] Double negative is awesome.
[QUOTE=AceOfDivine;34804537]The lack of polytools is really maya's weak spot. And even the existing ones are quite outdated. I wonder why autodesk doesn't bother upping maya's modeling tools.[/QUOTE] really it's workflow for modeling in general just lacks in every way. The only plus to Maya is the outliner and being able to double click an edge to select a loop. you can't even properly remove an edgeloop plus its verts because it's so awful. my prof told me that if there's a curved surface and it's not a nurbs surface then that's points off. fuck that I can polymodel nicer shit than you could do with nurbs any day of the week in any program.
[QUOTE=DOG-GY;34803816]i need to take a nurbs model i made and basically do the equivalent of Max's shell modifier. All the features of max that maya lacks just make it useless. If i wasn't required to have something in my scene made with nurbs i'd just use max for the entire project and import to maya for rendering.[/QUOTE] Same way I feel about max modelling. Every software has slightly different workflows.
Our game project is starting to pic up the pace. So I can finally show one piece of animation. It's the idle animation for our main character. [video=Idle animation]http://www.youtube.com/watch?v=KTKfulOY3ys[/video] The backflip was definitively a challenge, and will most likely be pulled from the final version
[QUOTE=Domino;34813537]Our game project is starting to pic up the pace. So I can finally show one piece of animation. It's the idle animation for our main character. [video=Idle animation]http://www.youtube.com/watch?v=KTKfulOY3ys[/video] The backflip was definitively a challenge, and will most likely be pulled from the final version[/QUOTE] I think the idle animation could have a little more bounce to it, right now it's a little robotic. The backflip's great, though
[QUOTE=AceOfDivine;34804537]The lack of polytools is really maya's weak spot. And even the existing ones are quite outdated. I wonder why autodesk doesn't bother upping maya's modeling tools.[/QUOTE] It would take away markets from their own competing product, 3dsMax. [editline]22nd February 2012[/editline] [QUOTE=Domino;34813537]Our game project is starting to pic up the pace. So I can finally show one piece of animation. It's the idle animation for our main character. [video=Idle animation]http://www.youtube.com/watch?v=KTKfulOY3ys[/video] The backflip was definitively a challenge, and will most likely be pulled from the final version[/QUOTE] Why is he swinging sideways? When someone breaths they usually rise upwards.
[QUOTE=biodude94566;34781757]http://i.imgur.com/d8IKX.png [url]http://i.imgur.com/MTwki.png[/url] Going to rework this a bit - the side with the horse's face is too high poly comparatively, and I wanna add more detail to the sections that meet the books and shelf. Oh yeah, currently sitting at 570 tris.[/QUOTE]Just do an indention and make the unindented part floating geo.
[QUOTE=Domino;34813537]Our game project is starting to pic up the pace. So I can finally show one piece of animation. It's the idle animation for our main character. [video=Idle animation]http://www.youtube.com/watch?v=KTKfulOY3ys[/video] The backflip was definitively a challenge, and will most likely be pulled from the final version[/QUOTE] Just a small tip with the animation, usually when you're doing an idle, you usually want to make the whole body movie, just not the chest backwards and forwards, it looks really weird if the guys standing on his tippy toes with arms locked tight
[QUOTE=PLing;34814622]It would take away markets from their own competing product, 3dsMax. [editline]22nd February 2012[/editline] Why is he swinging sideways? When someone breaths they usually rise upwards.[/QUOTE] He's swinging sideways because I didn't really know how much I could have him move. I'll probably try to get some chest movement, and some more dynamic movement in his entire body. [QUOTE=gothiclampshade;34814300]I think the idle animation could have a little more bounce to it, right now it's a little robotic. The backflip's great, though[/QUOTE] Yeah, I know what you mean [QUOTE=mr apple;34816175]Just a small tip with the animation, usually when you're doing an idle, you usually want to make the whole body movie, just not the chest backwards and forwards, it looks really weird if the guys standing on his tippy toes with arms locked tight[/QUOTE] Thanks, and the reason he looks like he's standing on his toes is because I am going to skin the ankle to the correct joint on the rig, although it looks weird right now, it'll make sense when he's skinned because the rig follows the shape of the foot.
[QUOTE=ben_lind;34810232]Same way I feel about max modelling. Every software has slightly different workflows.[/QUOTE] how is that even possible. i haven't found a single poly modeling technique that isn't possible in vanilla max
[QUOTE=Transverse;34815375]Just do an indention and make the unindented part floating geo.[/QUOTE] Not entirely sure what you mean.
By floating geo he just means that geometry doesn't necessarily need to be connected to anything, it can float on top. So as a quick text example if you have to put a crurved screen on top of a model of a tv you can just make the screen float, saving polys, instead of actually connecting it to the rest of the tv.
Created this a long time ago. I forgot I still had it on my computer. [t]http://i.imgur.com/QscQO.png[/t]
[QUOTE=DOG-GY;34817115]how is that even possible. i haven't found a single poly modeling technique that isn't possible in vanilla max[/QUOTE] I meant the frustration of something being very clear in one software and not in another. If a feature is completely missing wasn't exactly what I was referring to.
[QUOTE=DOG-GY;34820203]By floating geo he just means that geometry doesn't necessarily need to be connected to anything, it can float on top. So as a quick text example if you have to put a crurved screen on top of a model of a tv you can just make the screen float, saving polys, instead of actually connecting it to the rest of the tv.[/QUOTE] I know about using floating geo to optimize a model, and I had originally been designing it that way, but I accidentally merged a few verts. I've fixed it now, only took off, like, 4 faces, though. I was confused about what he meant by making an indentation and having the unindented part floating geo.
maya :I [img]http://28.media.tumblr.com/tumblr_lztko9lik31qk6eteo1_500.png[/img] [editline]22nd February 2012[/editline] oh and i have 15 hours to fill that room and do some kind of animation
[QUOTE=biodude94566;34821034]I know about using floating geo to optimize a model, and I had originally been designing it that way, but I accidentally merged a few verts. I've fixed it now, only took off, like, 4 faces, though. I was confused about what he meant by making an indentation and having the unindented part floating geo.[/QUOTE]I really don't see what is confusing about what I said.
[QUOTE=DOG-GY;34824926]maya :I [img]http://28.media.tumblr.com/tumblr_lztko9lik31qk6eteo1_500.png[/img] [editline]22nd February 2012[/editline] oh and i have 15 hours to fill that room and do some kind of animation[/QUOTE] did you end up modeling it in maya or you imported from 3ds max?
i modeled in both but mostly max because maya just does not work with me at all. also fuck u render farm not giving me priority. [editline]23rd February 2012[/editline] i have 11 frames to render as a test, class is in a few hours, and you give higher priority to some guy doing 56 mins per frame
Quick question; I have absolutely no grasp on how to do anatomy even more so for animals and thing of the such. Are their any good tutorials that help learn how to make basic animals in 3ds max and, is it even possible/viable to use 3ds max or should I use Zbrush?
[QUOTE=Quinnjdq;34835612]Quick question; I have absolutely no grasp on how to do anatomy even more so for animals and thing of the such. Are their any good tutorials that help learn how to make basic animals in 3ds max and, is it even possible/viable to use 3ds max or should I use Zbrush?[/QUOTE] Generally one creates a base mesh in 3ds Max and sculpts organic models in zbrush, or a similar program, but it's perfectly possible to use just Max or Maya or whatever.
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