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3D Modeling F.A.Q (Last Updated: 2024 Nov 10 9:34 pm)
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Modeled a TV frame for my video that needed to look like an old TV. http://www.youtube.com/watch?v=LeJkslroROM
www.youtube.com/user/ShawnDriscollCG
Hiya, those models are great, (as usual) I didnt know you used Hexagon as well...multi-3d-talented or what??? I just got Hexagon2 for free at daz3d and have used it to design a dvd storage cabinet with a crystal display on top and shelved area for LPs that we want to get made for our real life lounge room. I liked Hex cause I could put the descriptions and dimensions in 3d text to show the cabinet maker when we find one. So here is my WIP, I hope to show you the 'live' model at sometime in the future. (ps my hubby thought it was so cool to have a 3d pic to show the cabinet maker...hehe)
www.youtube.com/user/ShawnDriscollCG
Quote - This is a WIP of an old dinosour/dragon/nasty beastie...if it loads, my pc is playing up.
If your polycount seems too high after sculpting, click the "Reduce Selected" button a couple times.
www.youtube.com/user/ShawnDriscollCG
Thanks Teyon, that is a great help, this sculptries prog only as spheres but I guess a ceries of them will do the same job.
Are you having as much fun as I am with this prog Shawn? That head of yours looks lovely!!
I have done a simpler dragon. It is from a little pewter statue my mum got me. He is the cheekyest fellow. Big goofy grin, smily face badge and giving the world "the bird". I think it is a cleaner mesh than the last one :lol:!
The alien head I did in maybe 20 minutes of me using Sculptris for the first time. The GUI is much simpler than 3D-Coat's. And is way far simpler than ZBrush's. I'm building the alien's uniform in Hexagon. Then I will go back into Sculptris to work on the eyelids. I'm going to need this thing to blink. The eyes will just be spheres I guess.
It doesn't need too much detail, since I'm going to use heavy amounts of blur and film aging before posting on YouTube, so it looks like all the other real UFO footage already found there. :)
www.youtube.com/user/ShawnDriscollCG
Content Advisory! This message contains nudity
www.youtube.com/user/ShawnDriscollCG
www.youtube.com/user/ShawnDriscollCG
After trying some fake texturing of blocks using brick-like bumps and normal maps, I decided to just model the blocks. Once it's built from blocks, I can ruin it some by removing/cracking blocks.
www.youtube.com/user/ShawnDriscollCG
www.youtube.com/user/ShawnDriscollCG
www.youtube.com/user/ShawnDriscollCG
Quote - some fun in hex wip of helment im working on may finish suite don't know how long that will take
Didn't know there was another one of these threads in this forum. Some nice work here dating back to 2006. I see this one is sticky now. Do we have a moderator?
Anyway, the helmet looks cool. Got wires?
Quote - Trying to learn 3dsMax.
Good looking ship. I like the fantasy meets reality appeal of it.
I used Max for several years before our studio switched to C4D. Max is a great application for blocking out models quickly... If your stomach is strong enough to deal with one of the most confusing UI configurations of all time. Only package worse is Zbrush, and possibly Blender. I do miss the modfier stack now and again. Once you start using the stack to model stuff, it's like weaning off the tit to switch back to a linear workflow again.
I'm a much happier camper now, because I hated Autodesks barbaric licensing.
Nice models. The bag is most excellent, except I would suggest replacing the rope with a leather strap. It looks like braided nylon, which wouldn't be consistant with the time period. Also, I think the material on the blade in the second one looks a little plastic, almost toy-like, and it's too thick at the edge. The textures are amazing overall though. I have to comment on one other thing. It seems like everyone is adding that bluish tint and chromatic aberration to their renders these days. I dont' think it adds anything to the realism. In fact, it often distracts from the detail. I realize it's an artistic preference, but it jsut seems to be overused anymore. Anyway, not a crit to you in particular, but seeing your renders, as good as they are, just reminded me of that pet peeve.
@monsee You did a great job translating the sketch to 3D.
@Teyon dude you are the Yoda of Organic modeling, the "Master of Monsters". I rember when you were creating awesome organic stuff in Rhino. That is nine kinds of hard. I like the cleaver weapon too. Nice worn look to it. I disagree with Sinnersaints assesment about the edge thicknes. This is a cleaving weapon. Like an axe you don't want an edge so thin that it will turn the first time you hit something with it.
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Quote - I disagree with Sinnersaints assesment about the edge thicknes. This is a cleaving weapon. Like an axe you don't want an edge so thin that it will turn the first time you hit something with it.
Fair enough, mate. I still think if the material of the blade contained a texture to show some sharpening on the edge, it would help out greatly. Example:
I think the model is amazing, but for the material.
Hey, thanks. Well, it's meant to be subdivided - sadly, my rinky-dink video card is directX 10, not direct x11, so it didn't support Marmoset Toolbag's subdivision feature or it'd look thinner at the edge. That said, the material was one of my first DDO attempts - I was more interested in the glow though than the texture proper.
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This model uses algebraic math formula to script the shape of the spline torus, which is then converted to geometry. It's almost ready for unwrapping, and texturing. The cylinder in the center will hold either high resolution mapping details, or possibly further geometry to create accent design (diamonds, emeralds, or something similar).
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Nice work on both LuxXeon.That amulet is especially wicked looking. I can just see that around a wizards neck clowing with arcain power. You use Studio Max right? Was the script run in Studio Max or in a stand alone program?
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"The true sign of intelligence is not knowledge but imagination".
Albert Einstein
Luxxeon, the vanity table looks good so far, but it's still early to compliment it. Most of the shapes and topo there are very basic. Not criticizing your skill, it's just that at such an early stage, there's not much there to comment on.
The amulet, on the other hand, is very interesting. I've been working a lot lately with Mograph in C4D to create various abstract and math-based geometry animations, and also models. It's possible, with Mograph functions, to come up with some really crazy designs. The curves on your amulet appear to be created as one connected (solid) object, which I'm extremely interested in. That would be a very diffucult model to create with standard polygon modelling. As Cybermonk alluded to, I'd like to know more about the process you used for that model.
The knot object itself was created directly inside 3dsmax, with the assistance of a Maxscript that uses algebraic formulas and parameter input. The results are output as geometry, and can then be modified with standard polygon tools, or modifiers. I created the knot with the script first, but also added further modification with traditional poly tools.
The new inset circular piece was generated from a hemisphere, and is close to the design I'm looking for. I was considering using maps for the additional details, but the more I can do geometrically, I think, the better. Thinking about it yet again, I might change that middle piece at the last minute, but for now I'm somewhat satisfied with it.
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My Store
My Free Models
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My CG Animations
Instagram: @luxxeon3d
Facebook: https://www.facebook.com/luxxeon
Thanks, Mark. Yes, I was thinking the same. Decided to add that second swirl design to the hemisphere, as a subobject. This is probably the final revision now; only a few edges left to bevel, then I'll look to optimize edge loops if I can, without sacrificing the profile shape, and finally I'll begin unwrapping. There won't be any gemstones on this one; just one big hunk of metal. Some of the components will have unique material ID's, so they can contain different materials (silver/gold) if need be.
I'm already thinking of what surfaces might look best for this. Not sure if I want it to be highly polished and new looking, or if I want it to have a certain patina. I'm thinking high detail patina and wear will be more interesting.
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That last one is way cool. I think the texturing on that model will make or break it though. If you think about the use for that kind of pendant, it's not something someone would use as a common fashion accessory for any old character. It's going to be an item someone will use on a wizard, or fantasy creature. If you texture that thing as detailed as you modelled it, which I'm sure you will, it could end up being a great hero object, around which entire storylines could be played out. If you just give it any old polished metal shader and leave it at that, then few people will have the foresight to see the potential in it, and it's not likely to be noticed. That's assuming you're making it into a product. I think the very center of it looks like some kind of weird eyeball. I'll be interested to see what you come up with for that object.
It looks heavy on the polygons, but I don't see much room for cleanup there either, unless you're baking out the high res to normal maps. Looks like just about every edge in that shape is being used to create the curvature. If you reduce the poly count, I'd start by removing all backfaces that are hidden, check for coplanar faces and remove those (I'll bet you have a few in the middle there). Looks like all the latitude lines on the hemisphere are beveled. You can save a whole lot of polygons there, by baking all that detail out to a normal or displacement maps, and using a low poly proxy instead.
Interesting model.
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Nice idea - I like