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Subject: Models for sculpting practice.


Teyon ( ) posted Thu, 31 May 2007 at 9:47 PM · edited Mon, 25 November 2024 at 11:52 AM

Hi gang. Here are a few models you can use for sculpting practice. They were offered for free use by a nice guy at Kolby Juke's Tweak forum and well... I figured I'd share them with you. It's a great way to jump off and get going.

Base Man and  Base Bust

They're also great if you need a jumping off place for your box modeling.


Teyon ( ) posted Thu, 31 May 2007 at 9:55 PM

file_379020.jpg

Here's an example of the model in use...

Load in the baseman with shoes obj.


Teyon ( ) posted Thu, 31 May 2007 at 9:58 PM

file_379021.jpg

Then reposition body parts using the manipulator, face selection and soft selection tools in a way that interests you. Extrude areas if desired. Add props as needed (all of this is optional).


Teyon ( ) posted Thu, 31 May 2007 at 10:00 PM

file_379022.jpg

Then start building up the forms in the lower subdivision levels. Repose parts if desired.


Teyon ( ) posted Thu, 31 May 2007 at 10:06 PM

file_379024.jpg

I should mention I obviously added some more geometry in the head area, since I'd probably need it. When I'm at the next stage, I'll show you what it looks like.  It helps to have an idea in your head of what you want the end to look like or better yet (as in this case) a sketch of it!


Teyon ( ) posted Fri, 01 June 2007 at 12:52 AM

file_379037.jpg

With a little extra time taken, you can turn a simple base mesh like the one posted, into something like this. Then, you can start your sculpting or modeling, depending on your goal.


Teyon ( ) posted Fri, 01 June 2007 at 2:41 AM

file_379041.jpg

As you can see, a little extra preperation can pay off. I haven't even done all that much to this model and already it's pretty close to the idea I had.  Now give it a shot and be sure to post your works in progress!


chrisf ( ) posted Fri, 01 June 2007 at 5:13 AM

Thanks very much for offering the figure.

chrisf


Gog ( ) posted Fri, 01 June 2007 at 5:43 AM

Yep, thanks much will post a wip when I get that far!

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Toolset: Blender, GIMP, Indigo Render, LuxRender, TopMod, Knotplot, Ivy Gen, Plant Studio.


Teyon ( ) posted Fri, 01 June 2007 at 8:45 AM

Glad to be of service! Looking forward to those WIPs!


Joe@HFG ( ) posted Mon, 04 June 2007 at 9:15 PM

Is there any licence restrictions on what we can do with these base meshes? There was nothing in the file folders. I know these are inteded as modeling bases, but they would also be great practice for UV Mapping and rigging. I've just finished modeling my own Ultra Low res model. He came in at 2534 Polys with 2438 Quads and 96 Tris. So I'm a bit obessesed with any Low Res humaniod figure. Any tips on getting those 96 Tris. I did my best to eliminate the TRIS, but there was just no way to do it without driving up my poly count in unacceptable ways, or doing a 5th total rebuild. :-D I'm now working on morphs for him. I'm kind of marketing him as a game res figure, and planning on making him a Poser model. When Tripled he comes out at 4972 Tris.

mo·nop·o·ly  [muh-nop-uh-lee]
noun, plural mo·nop·o·lies.
1. exclusive control of a commodity or service in a particular market,
or a control that makes possible the manipulation of prices


Teyon ( ) posted Mon, 04 June 2007 at 11:18 PM

I think the intent was for you to use them to doodle sculpts with but I see nothing wrong with using it to practice in other ways.

As for the tris issue, if you can work it so that those try manage to come nearer to each other, I'm sure you'd be able to combine them into a quad. Ultimately though, it only matters if they interfere with smoothing or if they may interfere with a joint bending. Otherwise, don't sweat it. Poser characters are usually bathed in tris.


Joe@HFG ( ) posted Tue, 05 June 2007 at 3:14 PM

Thanks for the reply. Did you make these base models, or are they from somewhere else? I'll keep firther discussion of my guy to a new thread so we don't drift this one.

mo·nop·o·ly  [muh-nop-uh-lee]
noun, plural mo·nop·o·lies.
1. exclusive control of a commodity or service in a particular market,
or a control that makes possible the manipulation of prices


Teyon ( ) posted Tue, 05 June 2007 at 3:32 PM

As I mentioned in the first post, they were offered by a gent at TweakCG.com for use in sculpting practice. However, if you want to practice rig creation with them or UV mapping, I guess that's okay, as long as it's practice. That's not to say you can't sculpt something and then use your programs polygon tools to build a low res mesh of your high-res sculpt for commercial purposes though. Just make sure you're not using the base mesh Arshlevon provided us, as I'm still hazy on if he allowed commercial use or not (I know he said practice though for sure). Better safe than sorry.


dvlenk6 ( ) posted Tue, 05 June 2007 at 6:26 PM

I used it for this. It's supposed to be robot or android or something. Not sure.
Anyway, I was given some pictures, here's what I came up with so far.
Wings3D.
1,539 quads.

There won't be any exchange of the object; so I guess I'm safe on that score.
I'll have to rig it. I'll use Max for that.

Friends don't let friends use booleans.


Teyon ( ) posted Tue, 05 June 2007 at 6:26 PM

Sweet!


dvlenk6 ( ) posted Tue, 05 June 2007 at 6:28 PM

Is that picture too big for the forum?

Friends don't let friends use booleans.


Joe@HFG ( ) posted Tue, 05 June 2007 at 10:12 PM · edited Tue, 05 June 2007 at 10:12 PM

@dvlenk6 For 1539 Quads that's Awesome!!! In fact... it would be awsome at 10 times that. I would love to see you're wires.

mo·nop·o·ly  [muh-nop-uh-lee]
noun, plural mo·nop·o·lies.
1. exclusive control of a commodity or service in a particular market,
or a control that makes possible the manipulation of prices


dvlenk6 ( ) posted Wed, 06 June 2007 at 3:44 AM · edited Wed, 06 June 2007 at 3:47 AM

Joe@HFG
The render there is forcing two sided polys; so you could probably really say that the poly count is double. The count I put was for the actual one-sided model. I did notice some 5-gons on the frontpiece down the middle. I do try to get all quads.
It's using a smooth modifier and two MentalRay contour shaders to soften the edges.

I can't think of a way to show a decent wireframe. I'll have to think about it. I never really tried to show a wireframe before.
Wings has a quick smooth preview that shows wires; but I wouldn't really call it a wireframe.
3dsmax wireframe shows mesh, not polys, AFAIK. There is likely a way to make max show polys; I just haven't ever looked it. I'll see if I can come up with something.

Friends don't let friends use booleans.


Joe@HFG ( ) posted Thu, 07 June 2007 at 12:55 PM

Ok. I use Lightwave for my modeling. 3DS terminoloy compleatly lost on me. I spent about 3 hours in Max and RAN AWAY SCREAMING! I assumed given the smoothness of the mesh it's using some kind of automatic smoothing. It's still a very cool design. Add a fin to the head and it's kind of like an Alternate universe Cylon. LOL!

mo·nop·o·ly  [muh-nop-uh-lee]
noun, plural mo·nop·o·lies.
1. exclusive control of a commodity or service in a particular market,
or a control that makes possible the manipulation of prices


dvlenk6 ( ) posted Thu, 07 June 2007 at 8:14 PM

file_379532.jpg

Automatic smoothing, yes. Then you can pick edges and face and control what angle to stop smoothing, so you can keep edges, but smooth other parts as you need to. The contour shaders just make the surfaces look smoother, they don't do anything to the mesh.

I rigged him. It's just a simple rig.
I put metal shaders on him and gave a him a subdivision (cause the reflection was making the polys show pretty bad).

Friends don't let friends use booleans.


Gog ( ) posted Thu, 14 June 2007 at 7:59 AM · edited Thu, 14 June 2007 at 8:01 AM

file_380130.jpg

Ok, so my first ever sculpt (as blender only just got the tools), I limited myself to playing with this for 1 hour (a lunchtime) pretty pleased with the results and also learnt a lot in that single hour. I think I was too eager to subdivide the mesh which meant coming back to the eye and mouth was a pain, need to be more patient with next one. Thanks for the files, lessons and inspiration Teyon.

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Toolset: Blender, GIMP, Indigo Render, LuxRender, TopMod, Knotplot, Ivy Gen, Plant Studio.


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