Author Topic: Concept Art  (Read 56366 times)

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Offline Askis

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Re: Concept Art
« Reply #330 on: November 11, 2009, 09:17:59 PM »
Nope, it's called Virtual Design, most of it is working in Max, some Flash, some oldschool Drawing, some Photography.
We worked with Rhino in the first semester, had to make an Ipod from scratch, so that's all the CAD experience I have ;)

Offline Cujo

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Re: Concept Art
« Reply #331 on: November 12, 2009, 02:18:25 AM »
and you guys do rapid prototyping?  Fun stuff.  We've got a 3D printer as well, being an engineering school we've got a couple full machine shops and we've actually got a foundry, which is bizarre for a school, but I could theoretically 3D print something and then cast it.  The thought has crossed my mind to take some of my 3D models and print then cast em, but I've got a few other projects I wanna get done before I graduate.

Offline Ghiest

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Re: Concept Art
« Reply #332 on: November 12, 2009, 11:18:24 AM »
I want to place an order for a 6" cast Longinus please Cujo :P

Offline Cujo

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Re: Concept Art
« Reply #333 on: November 12, 2009, 08:57:02 PM »
haha, yea, that thought had crossed my mind.  But alas, I don't quite have the time to do it.  I am gunna try and make myself a lightsaber to get to know how to use the lathe and then an USAF logo to get to know how to use the CNC mill a little better.  I'm also excited because my Enterprise team is gunna be using carbon fibre to make some parts (aerospace so cutting weight wherever we can, but in this case, maximize surface area because we're slowing something down).

Offline TheANIMAL

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Re: Concept Art
« Reply #334 on: November 14, 2009, 07:59:22 PM »
Some limited progress, i'm hardly working quickly on this one.

Offline (TLL)KitLightning

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Re: Concept Art
« Reply #335 on: November 14, 2009, 08:05:51 PM »
A MadCat Leg :o You Vulture :P tsk tsk It's a MadDog's world!


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Offline Ghiest

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Re: Concept Art
« Reply #336 on: November 15, 2009, 01:38:32 PM »
Hehe you seem to work the reverse of everyone I know :P, high detailed little pieces and addative to it.  Most artists I know do a block out then go through each block refining the detail.  But then again you could have done that already and just hid it I suppose ... 

Looking nice anyway.

Offline TheANIMAL

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Re: Concept Art
« Reply #337 on: November 15, 2009, 11:22:52 PM »
I block out the details in my head, when i know what the shape of the outcome is going to be its all i need, admittedly its not very efficient if i'm trying to make something up form scratch. Anywho, here's a little more.


Offline TheANIMAL

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Re: Concept Art
« Reply #338 on: November 17, 2009, 12:42:03 AM »
More spam.  ;D

Offline Ghiest

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Re: Concept Art
« Reply #339 on: November 17, 2009, 11:39:04 AM »
Looking good mate, are you going to do a full texture ?

Offline Askis

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Re: Concept Art
« Reply #340 on: November 17, 2009, 02:55:57 PM »
I'm slowly starting to model the Uziel, other assignments are keeping me busy, joints are my priority right now and I've already run into a problem...
So, a question to those with a bit more Max experience:
Is there a better way to merge/cut different pieces than the Pro-Boolean?
Created this to get a rough idea how to connect the arms, but after using the boolean, I can't convert the pieces into editable polys anymore, so I either have to make a fully detailed part before cutting or I have to poly-model all the joints and connections seperatly :-X
Anyone got a better idea?

Offline Stormin'

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Re: Concept Art
« Reply #341 on: November 17, 2009, 11:26:37 PM »
More spam.  ;D

I'm looking forward to this one, Animal.  Hope to see more soon!


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Offline (TLL) Heretic

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Re: Concept Art
« Reply #342 on: November 18, 2009, 04:21:01 PM »
I'm slowly starting to model the Uziel, other assignments are keeping me busy, joints are my priority right now and I've already run into a problem...
So, a question to those with a bit more Max experience:
Is there a better way to merge/cut different pieces than the Pro-Boolean?
Created this to get a rough idea how to connect the arms, but after using the boolean, I can't convert the pieces into editable polys anymore, so I either have to make a fully detailed part before cutting or I have to poly-model all the joints and connections seperatly :-X
Anyone got a better idea?

I know what your going through, half the time you use Boolean or Pro-Boolean operations on anything other than a standard primitive it screws the mesh up completely.....

Here's a workaround I came up with by trial and error....

Select the faces that are going to be part of the join (in your example I'd make some more geometry on the cylinder first), so in your example this would be part of the cylinder and part of the sphere, detach these faces from the mesh and isolate these new objects (but don't move them), now do your boolean operation and you've got less mesh to tidy afterwards.  Now remove from isolation and Attach this new object to the rest of your mesh and weld the vertices (if you haven't moved the objects then this should work fine).

I know it's not an elegant solution, but it's the best workaround I could think of, hope that helps.

EDIT: and 1 more thing, you should be able to convert anything you can see in Max into an editable poly, so maybe you need a re-install as that sounds like a glitch to me.


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Offline Askis

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Re: Concept Art
« Reply #343 on: November 18, 2009, 04:48:27 PM »
Well, I can convert it, and theoretically it's still there, but I can't see anything, it's like all the vertices get deleted once I convert it...

Thanks for the hint though, I'll try your workaround :)

Offline (TLL) Heretic

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Re: Concept Art
« Reply #344 on: November 18, 2009, 10:37:58 PM »
Well, I can convert it, and theoretically it's still there, but I can't see anything, it's like all the vertices get deleted once I convert it...

Thanks for the hint though, I'll try your workaround :)

I've not seen anything like that before...can you post up a screenshot of it?

Boolean ops tend to screw up a vert or an edge here and there in the mesh it seems to be random, so in a complex mesh you can miss the errors until it's too late, so maybe that's whats going on.

Another way of getting past this sort of thing might be to Boolean Cut the object while it's still a primitive, then Attach and Bridge the edges once it's converted, but that's not usually as effective as Detach Faces, Boolean, Attach & Weld method TBH.


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"Make this game my way, because I HAVE A DISORDER!" - VictorMorson