Author Topic: Modelling  (Read 3771 times)

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Offline korsen

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Modelling
« on: June 29, 2008, 04:39:53 AM »
Guys, i've only known 3ds max for about 5 days now and my modeling skills are weak at best for the moment, but i'm infinitely impressed with your modeling skills. I still need to learn UVW Mapping etc as well as bone structure and rigging (which should be pie for me).

I'm pretty ok with the low poly model renders, just need to get more experience shaping things up, but as far as all the detail on your model's go... how do you guys do it? How do you keep the patience? How long does it take you to complete those kinds of models? Do you have any tips or tricks for a wanna-be?

I'm hoping to develop my own mech style mmo with an amount of customization so huge people will think it's stupid. I won't let get confusing though, i'll have it streamlined and everything but... I can do the stats and balancing thing, i can do the coding and databasing thing, server thing, but the modeling... My stuff looks like a 5 year old made it with crayons compared to yours. (almost literally)

What could i do or learn to get to your level in terms of quality??

Offline Cujo

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Re: Modelling
« Reply #1 on: June 29, 2008, 06:02:50 AM »
I've just kept doing models and found someone who gives good constructive criticism.  I've always had a nack for CAD kind of stuff, so it's a little more natural for me.  I listen to music alot of times when I model, I usually do it from anywhere between 1-6 hours at a time.  It takes me roughly a month or so to finish a highpoly (usually 50k+ polys).  But just find an easy mech and steadily challenge yourself a little more.  When doing details just think of what kinds of systems it would need to actually work. 

But pretty much just practice, start on the easy stuff, and get good feedback from people who aren't afraid to say, "hey you should do this."

Offline Skydance

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Re: Modelling
« Reply #2 on: June 29, 2008, 08:31:24 AM »
Practice and stay around the kind of people who are into the same kind of thing.

Making game models actually becomes pretty quick when you keep at it. If I'm not done with a high-poly in three days, I'm distracted.

And yeah, I'm usually distracted. :-[

Offline (TLL)KitLightning

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Re: Modelling
« Reply #3 on: June 29, 2008, 04:50:08 PM »
practice practice practice and a litle more practice, and of course a good amount of self dicipline is needed to... and as Cujo points out, being in the right mood or atleast setting your self in that mood is a big help, and I think alot of artists (regardless of the field) listens to their kind of music, and eventually, speaking from my own friends of the classical art school, a good glass of vine or a smoke helps setting the mood to! not that I would personally either lead you in that direction, nor tend to do so, that it dulls the mind and thats definitely not good when working in 3Ds. But ok when painting on canvas!


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Offline korsen

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Re: Modelling
« Reply #4 on: June 29, 2008, 07:13:45 PM »
I'm not so much in trouble with the general shape-shifting, but how is the meticulous detail attended to?? The clan puma render is incredible.
I suppose the meat of it is just close attention to detail and where you're running your insets and bevels and so on then... but i guess what i don't know yet, is after you get the lowpoly side of things done, how do you add that little detail? Like how do you get those small lines, small indentations etc without using boolean?

One of my better models:


One of my more accurate models:


I honestly need to do a rough model, go back to it the next day and make sure scaling is right, and then add the small detail the day after. That sound about right?
« Last Edit: June 29, 2008, 07:15:46 PM by korsen »

Offline Skydance

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Re: Modelling
« Reply #5 on: June 29, 2008, 10:14:48 PM »
Yeah, same way as with traditional art, you need your proportions right to begin with. Clan mechs like those ones often have a front-facing orthographic view to work off; most applications can make an image plane for you that will help greatly in getting scale right.

Boolean operations aren't reliable in many applications at all, from what I've found, except when dealing with NURB shapes. I usually have to feign them using cutting tools, which takes a little more work but gets much cleaner results. Basically, I'd set a whole lot of missile tubes / prisms in place, then cut them along the side view using the plane of the missile rack, delete the protruding parts of the prisms, delete the plane, select all the edges and fill in the hole.

Where it gets really tricky is when you're trying to cut holes in a surface that isn't flat. Sometimes I'll just bite the bullet and use booleans anyway, then clean up the mess afterwards. This is one place where I didn't have much choice but to use booleans.

« Last Edit: June 29, 2008, 10:19:46 PM by Skydance »

Offline korsen

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Re: Modelling
« Reply #6 on: June 30, 2008, 02:27:34 AM »
Wouldn't you be able to just pull the vertices out to have a square looking shape and just extrude the thing backwards and then go with the holes? Or does that cause overlapping/glitching because of the edges? I figure you could probably just do that action (i forget atm) that allows you to add vertex points, make a circle of them and just extrude/bevel them backwards. You could always use the optimize modifier and there's some option in there aside from reducing total poly count that gets rid of the glitches that boolean causes.

Using boolean creates like 6 lines that connect to some random vertex and optimizing with the modifier gets rid of them for me. So not too bad i suppose if you do have to use it... The holes i've got in my models are all from boolean and they don't look like there's any issues from the render.

I learned from past posts that you guys do a lot of work at the vertex level and it seems like the most precise way to go. What about the finite details? Like the small armor panels and air filters and stuff like that? How do you get that attached to your mech parts? Do you create them first and then slap them on? Or do you use an inset/bevel and just carve it out? I'm fine with the creative part of the detailing, i'm just lost as to the best technique to apply them with.

Offline Skydance

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Re: Modelling
« Reply #7 on: June 30, 2008, 02:39:37 AM »
Depends on the artist. I usually build them into surfaces as I go. Some detail you can add as a texture.

Offline korsen

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Re: Modelling
« Reply #8 on: June 30, 2008, 02:48:53 AM »
Any description as to how, in general? Logically, i'm stumped. All i figure is that you can make a plane, shape shift it to desired dimensions and then attach it but that doesn't seem too optimal.

Would it be possible to mail me a 3DS Max file so i can look at the mesh?

Offline Skydance

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Re: Modelling
« Reply #9 on: June 30, 2008, 02:55:28 AM »
Extrusion/bevel, or placing points on the surface (Maya and 3DS are better at the latter than Blender, which I used for that Turkina).

Unfortunately I only have a trial version of 3DS and it's expired, so I can't help you much there.

Offline korsen

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Re: Modelling
« Reply #10 on: June 30, 2008, 03:01:23 AM »
So what do you do with the detailling? Inset first, create your points, and then screw with it till you get what you want basically?

Offline Skydance

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Re: Modelling
« Reply #11 on: June 30, 2008, 09:10:35 AM »
Yeah, that's about right. I used to be fairly meticulous about keeping everything on grid measurements, but these days I just keep the edges clean and the angles straight and she'll be right.

Offline Defender

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Re: Modelling
« Reply #12 on: June 30, 2008, 02:27:53 PM »
I'm an adamant fan of using Quads (4-sided polys) and I only use Tri's as a last resort.
Most of the detailing can be done by inserting edge loops where you want definition, then extruding that definition inward to create whatever you want. It just takes a bit of foresight for loop placement, but if you add loops and use simple extrusions you can get practically any shape imaginable down to the smallest detail. If it's a simple thing like a vent, I'd extrude the vent hole in and create a 3-face poly fanned out to 45degrees and place them in the vent. If it's panels and plates, you can use extrusions to define your detail and extrude inward, then bevel the edges to create contour.

In summary, well-placed edge-loops and extrusions = w1n.
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Offline korsen

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Re: Modelling
« Reply #13 on: June 30, 2008, 08:14:46 PM »
Mind explaining or screenshotting edge loops? I can do the vertex manual precision method, but I haven't even a foggy idea what you mean by edge loops. All i know is that hitting loop will select the edge all the way around an object. I'll probably have something to show for what i've figured out by tuesday or thursday.

Offline Defender

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Re: Modelling
« Reply #14 on: June 30, 2008, 09:18:58 PM »
Ok, I'm at work, but I took a few minutes to screenshot an example of simple edge-loops and extrusions.

You have the idea of edge loops down. It's pretty self explanitory. A loop of edges connected together from one end to the other in a nice, even flow.

The first screenie is a basic cube.

Second screenie I add 2 edge loop and scaled them to an arbitrarily comfortable position.

Third screenie I add some definition by extruding the faces inward.

4th screenie I started adding details by adding more edge loops randomly while extruding and scaling them as well.

Fifth screenie is just more extrusions within the edge loops I've already created. I also created a cube and deleted 3 faces fanned them out a bit to take up less space, then duplicated that cube to fill one hole, grouped the duplication and copied them to the other holes.

Poof, 5 minute ventilation shaft thingymabob.
Hope that helps at all, I know it's kinda hackjob but I'm on my break ;)

Edit: Third pic was messed up, so I reuploaded another. Third example at bottom. Also some overlapping interface in most pics except #1 bekuz I rush'd and pasted into Paint. lulz.

[attachment deleted by admin]
« Last Edit: June 30, 2008, 09:24:26 PM by Defender »
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