[QUOTE=Djessey;27155438]Pure man power my son.[/QUOTE]
I don't own a modeling program, but I'm pretty sure there is a tool that looks like a cursor which you can click on the faces to select them.
In other news, It isn't working.
CRTL+A , Unwrap UVW, CRTL+A, Edit
And yet the button is greyed out.
[QUOTE=Djessey;27155799]In other news, It isn't working.
CRTL+A , Unwrap UVW, CRTL+A, Edit
And yet the button is greyed out.[/QUOTE]
No, you gotta select the faces IN the UVW modifier.
Ohhhh, Heheheh i see.
[editline]2nd January 2011[/editline]
Next problem, When i hit OK..
Nothing happens?
[IMG]http://i56.tinypic.com/nv8tvc.png[/IMG]
[editline]2nd January 2011[/editline]
The windows doesn't go away either.
[QUOTE=DeanWinchester;27152497]Did someone say pokeball? Yeah I made that:
Toy pokeball:
[img_thumb]http://img171.imageshack.us/img171/7083/pkmnball.png[/img_thumb]
"Realistic" pokeball:
[img_thumb]http://img171.imageshack.us/img171/6564/pkmnball2.png[/img_thumb][/QUOTE]
That is mindblowingly awesome.
Creating cylinders in Sub-D + detail, is a pain in the ass. Took me about 2 hours to get to this point:
[img_thumb]http://pac.gmod.de/Bilder/Models/Colt%20Trooper%20MKIII/cylinderpain.jpg[/img_thumb]
Well, it looks nice :buddy:
Sub-D modeling is tough, because EVERYTHING has to be quads and your edgeflow must be perfect for it to look good.
[QUOTE=SweetSwifter;27166861]Sub-D modeling is tough, because EVERYTHING has to be quads and your edgeflow must be perfect for it to look good.[/QUOTE]
Not everything. Flat surfaces can be almost any shape.
[img]http://i.cubeupload.com/nqF345.png[/img]
See, outside is sharp like I need and yet inside is smooth without me having to scratch my head over achieving nice looking smoothness.
Also so far I haven't run into any problems using this technique.
But if the ngon is not flat, it will fuck shit up.
[QUOTE=DeanWinchester;27152497]Did someone say pokeball? Yeah I made that:
Toy pokeball:
[img_thumb]http://img171.imageshack.us/img171/7083/pkmnball.png[/img_thumb]
"Realistic" pokeball:
[img_thumb]http://img171.imageshack.us/img171/6564/pkmnball2.png[/img_thumb][/QUOTE]
The black ring is missing.
[img]http://4.bp.blogspot.com/_7mbznMUr5Kw/TBCBBIW95yI/AAAAAAAABWQ/eb3rHDQXk70/s320/pokeball.png[/img]
[QUOTE=johan_sm;27167063]Not everything. Flat surfaces can be almost any shape.
[img_thumb]http://i.cubeupload.com/nqF345.png[/img_thumb]
See, outside is sharp like I need and yet inside is smooth without me having to scratch my head over achieving nice looking smoothness.
Also so far I haven't run into any problems using this technique.
But if the ngon is not flat, it will fuck shit up.[/QUOTE]
That's right, but you should always try to avoid ngons. Primarily if you want to bake the highres down to a lowpoly.
[QUOTE=johan_sm;27167063]Not everything. Flat surfaces can be almost any shape.
[img_thumb]http://i.cubeupload.com/nqF345.png[/img_thumb]
See, outside is sharp like I need and yet inside is smooth without me having to scratch my head over achieving nice looking smoothness.
Also so far I haven't run into any problems using this technique.
But if the ngon is not flat, it will fuck shit up.[/QUOTE]
Proper way would be to remove the middle line going from the outer corner to the inside ring, leaving the bits between the control edges, then connecting the corner control edges to the corner edge of the middle ring. Then you'd have full quads, and still the same smoothness.
[QUOTE=SweetSwifter;27169920]Proper way would be to remove the middle line going from the outer corner to the inside ring, leaving the bits between the control edges, then connecting the corner control edges to the corner edge of the middle ring. Then you'd have full quads, and still the same smoothness.[/QUOTE]
Yeah but when you're working on something and you have a deadline you go "fuck that shit" most of the time.
[QUOTE=PLing;27170859]Yeah but when you're working on something and you have a deadline you go "fuck that shit" most of the time.[/QUOTE]
If it looks good, it is good.
So, right now I'm using Google Sketchup. It served me pretty well for when I just needed simple models for various odds and ends. I'm doing a Foundation art course and I've specialised in to Product spatial, intending to study Product Design or Modelmaking. Recently, I've had to do more and more models with Sketchup and I've reached it's limits. When I head off to university in September, I can grab a 3 year student license for any and all of Autodesks' software for free. I've had previous experience with Maya and somewhat enjoyed it. I'd like to look in to AutoCAD, but I'm not sure if it's worth my time. I imagine it'll be handy if I get in to a product design course, but less so if I get in to a modelmaking course.
So, I guess my questions are:
Should I grab Maya again and polish my skills or forget it and learn 3DS max?
Should I bother wit AutoCAD at all?
Been working on some buildings for my team project at uni:
[img]http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1233.snc4/156549_1721297073293_1264305569_31905117_7647157_n.jpg[/img]
[img]http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs601.ash2/155375_1721285232997_1264305569_31905109_6382604_n.jpg[/img]
[img]http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1195.snc4/154762_1721240751885_1264305569_31905058_5965110_n.jpg[/img]
[QUOTE=Pac_187;27169521]That's right, but you should always try to avoid ngons. Primarily if you want to bake the highres down to a lowpoly.[/QUOTE]
If you mean normal map baking, then you are wrong. If your "ngon" causes problems for normal baking(which it does not since it's flat), you can just collapse first level of subd and there you go, fully quad mesh again
[QUOTE=SweetSwifter;27169920]Proper way would be to remove the middle line going from the outer corner to the inside ring, leaving the bits between the control edges, then connecting the corner control edges to the corner edge of the middle ring. Then you'd have full quads, and still the same smoothness.[/QUOTE]
Too much work and bears no difference.
[editline]3rd January 2011[/editline]
[QUOTE=SCopE5000;27172630]Been working on some buildings for my team project at uni:
[img_thumb]http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1195.snc4/154762_1721240751885_1264305569_31905058_5965110_n.jpg[/img_thumb][/QUOTE]
Is that an ngon on the second floor side wall?
[QUOTE=SCopE5000;27172630]Been working on some buildings for my team project at uni:
[img_thumb]http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1233.snc4/156549_1721297073293_1264305569_31905117_7647157_n.jpg[/img_thumb]
[img_thumb]http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs601.ash2/155375_1721285232997_1264305569_31905109_6382604_n.jpg[/img_thumb]
[img_thumb]http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1195.snc4/154762_1721240751885_1264305569_31905058_5965110_n.jpg[/img_thumb][/QUOTE]
Lovin the texture man
[QUOTE=SCopE5000;27172630]Been working on some buildings for my team project at uni:
[img_thumb]http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1233.snc4/156549_1721297073293_1264305569_31905117_7647157_n.jpg[/img_thumb]
[img_thumb]http://sphotos.ak.fbcdn.net/hphotos-ak-ash2/hs601.ash2/155375_1721285232997_1264305569_31905109_6382604_n.jpg[/img_thumb]
[img_thumb]http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1195.snc4/154762_1721240751885_1264305569_31905058_5965110_n.jpg[/img_thumb][/QUOTE]
Looks purdy, but personally, I don't really like that "SSAO feeling" (darkened edges around the wooden supports).
[img]http://i51.tinypic.com/20ze8lj.png[/img]
What is this I don't even...
[QUOTE=roflcakes;27172087]So, right now I'm using Google Sketchup. It served me pretty well for when I just needed simple models for various odds and ends. I'm doing a Foundation art course and I've specialised in to Product spatial, intending to study Product Design or Modelmaking. Recently, I've had to do more and more models with Sketchup and I've reached it's limits. When I head off to university in September, I can grab a 3 year student license for any and all of Autodesks' software for free. I've had previous experience with Maya and somewhat enjoyed it. I'd like to look in to AutoCAD, but I'm not sure if it's worth my time. I imagine it'll be handy if I get in to a product design course, but less so if I get in to a modelmaking course.
So, I guess my questions are:
Should I grab Maya again and polish my skills or forget it and learn 3DS max?
Should I bother wit AutoCAD at all?[/QUOTE]
I've heard Maya is better for organic modelling and has a nicer UI whereas 3DS is better for architecture and scenes.
[QUOTE=~ZOMG;27175842]I've heard Maya is better for organic modelling and has a nicer UI whereas 3DS is better for architecture and scenes.[/QUOTE]
Bull SHIT. Both max and maya are good for both hard and soft surface. It's entirely a preference.
[QUOTE=PLing;27170859]Yeah but when you're working on something and you have a deadline you go "fuck that shit" most of the time.[/QUOTE]
True, I suppose.
[media]http://img526.imageshack.us/img526/7684/vrayroom.jpg[/media]
I was bored, and had 3DS Max with Vray open.
Apart from the random blurry bit of the wood flooring it looks really nice.
[QUOTE=SweetSwifter;27183968][media]http://img526.imageshack.us/img526/7684/vrayroom.jpg[/media]
I was bored, and had 3DS Max with Vray open.[/QUOTE]
Oh, that's a very nice apartment. When are you moving in?
Beautiful. :O
got rocks ? i do
[img]http://i1047.photobucket.com/albums/b480/evan2595/3rock.png[/img]
they are quiet high Polly i'am gonna make a low Polly version.
[QUOTE=cartman;27189139]got rocks ? i do
[img_thumb]http://i1047.photobucket.com/albums/b480/evan2595/3rock.png[/img_thumb]
they are quiet high Polly i'am gonna make a low Polly version.[/QUOTE]
Polly wants softer peanuts. (Polly also recommends checking out xNormal, incase Cartman didn't already)
[QUOTE=Jeggis;27189383]Polly wants softer peanuts. (Polly also recommends checking out xNormal, incase Cartman didn't already)[/QUOTE]
yeah ill do all that when i make it low polly
btw i made it in 3dsmax
[QUOTE=SweetSwifter;27183968][media]http://img526.imageshack.us/img526/7684/vrayroom.jpg[/media]
I was bored, and had 3DS Max with Vray open.[/QUOTE]
Dammit I wish I had vray for C4D.
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