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Subject: Model Marathon - Some recent work


LuxXeon ( ) posted Fri, 21 March 2014 at 11:42 AM · edited Sat, 09 November 2024 at 2:38 PM

file_502977.jpg

I spent the last 4 days on a modeling marathon.  Most of these models were done just for practice and fun; some were older models I wanted to re-do with better topology for my portfolio.  I thought I'd share the wires, and some info on the creation process.

First, is this 4" Heavy Duty C-Clamp.  This is my second attempt to model this object, as the first version wasn't all quads, and was created in several parts for a speed modeling tutorial in our class.  This version was created as 100% quad topology for better subdivision smoothing, and has only two separate objects; the threads and handle (modeled as one solid geometry), and the clamp body.

Modeling time: just under 2 hours.

Topology: All quads/subdivision; 2100 polys before subD.

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LuxXeon ( ) posted Fri, 21 March 2014 at 11:44 AM

file_502978.jpg

Accent Table.

Modeling time: about an hour

Topology: All quads/subdivision; 10,000 polys on base.

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LuxXeon ( ) posted Fri, 21 March 2014 at 11:47 AM

file_502979.jpg

Chesterfield Ottoman with skirting.  This one was a complex build.  Ran into some problems with the tufting that I may actually go back and fix later.  I see some areas that I could improve and do differently now.  It's all one piece of geometry, except for the legs underneath.

Modeling time: about 6-7 hours.

Topology: All quads/subdivision.

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LuxXeon ( ) posted Fri, 21 March 2014 at 11:50 AM

file_502980.jpg

Twisted bracelet.  Modeled this one with a little help from algebraic math scripting.

Modeling time: about 10 minutes.

Topology: All quads/subdivision. Around 6500 polys on the base.

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LuxXeon ( ) posted Fri, 21 March 2014 at 11:56 AM

file_502981.jpg

Two types of wooden clothespins.  I had to take a shot to do a good, quad clothespin.  Many of the **spring-wedged** versions I've seen were loaded with ngons, and not exactly efficient in some situations, so I wanted to see if I could make one that was not only accurate, but also modeled with logical topology that could subdivide if need be, or used efficiently in heavy scenes.  Then I decided to make a traditional **peg-style** version, because I hardly ever see any of those around anymore.

Modeling time: roughly 2 hours for both.

Topology: All quads/subdivision.

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LuxXeon ( ) posted Fri, 21 March 2014 at 11:59 AM

file_502982.jpg

Jewelry display bust.  This is my second version of this object.  I modeled one quickly a few months ago, just for a scene I made to display my [ *Celtic Amulet*](http://www.renderosity.com/mod/freestuff/details.php?item_id=73117) freebie.  This new version is much lighter topologically, and all quads.  Could be subdivided for closeups, and easily unwrapped.

Modeling time: about 45 min.

Topology: All quads/subdivision.

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LuxXeon ( ) posted Fri, 21 March 2014 at 12:06 PM

file_502983.jpg

Plastic Fence.  Did this as a modular piece; it could be extended as needed, to surround an area.  Very light model, with beveled edges.  I might offer this as a freebie down the road, with some enhancements.

Modeling time: 1 hour.
Topology: All quads/subdivision; About 4200 polys.

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LuxXeon ( ) posted Fri, 21 March 2014 at 12:10 PM

file_502984.jpg

Chain/Link Fence.  This was a much more complex build than the aforementioned plastic fence, obviously.  Lots of detail, and also modular design.  I included a concrete block under the main fence support, for added realism.

Modeling time: Around 3 hours.
Topology: All quads/subdivision

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bandolin ( ) posted Fri, 21 March 2014 at 1:57 PM

That's quite impressive Luxx. I especially like the old style clothes pin. That brings back childhood memories.


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airflamesred ( ) posted Fri, 21 March 2014 at 2:28 PM

Like the fence at the bottom.


danielkramerVFX ( ) posted Fri, 21 March 2014 at 8:03 PM

The chesterfield ottoman looks like a very nice model, but why did it take 7 hours, while the chain link fence took you only 3?  What software application do you use for modeling?  Do you have any more examples of your work?

- Daniel Kramer
Modeling Supervisor/Senior 3D Generalist
Intrigue Studios, EncoreFX




LuxXeon ( ) posted Sat, 22 March 2014 at 12:46 AM · edited Sat, 22 March 2014 at 12:52 AM

@**bandolin: **thanks!  Apparently, there aren't many modelers out there these days who remember those, because surprisingly I haven't seen them around.  There's only 1 other peg style on Turbosquid, and they want $4 for it.  All the rest are spring wedges.  So, I'm thinking of offering the clothespins for free.

@**airflamesred: **Thanks, Mark.  I'm glad I did that fence.  It's going to come in handy for some renders down the road I imagine.  I modeled it particularly so I could just clone that segment, and it should extend to whatever length I need.

@danielkramerVFX: The ottoman took around 6 or 7 hours.  I can't recall exactly.  These modeling times are close estimates, but not precise.  I took breaks in between, and so the times are skewed by that somewhat.  Anyway, to be quite honest, it took a while because I couldn't figure out the topology to make the tufting in the shape I wanted.  I've done that sort of tufting in the past many times, but for some reason, this one was a pain.  I don't know if it was the curved surfaces, or the shape of the object that stumped me, but I had some problems with it.  The fence was probably a little less than 3 hours actually, but again, I took breaks, and was just taking my time, to get exact scale, etc.  If you're suggesting the chain fence is harder than the ottoman, I'd have to disagree.  The chain fence was easy.  All I did was model one link, then used an array tool to mirror and duplicate the entire chain link front from that.  The chain links only took about 15 minutes to model, once I figured out the system that was best to array them.  It took longer to model some of the smaller details that you can't really see from the perspective; small bolts, nuts, and interlocking parts.  Check the links in my sig to see more of my models and renders.

Thanks, everyone. I appreciate the feedback.

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SinnerSaint ( ) posted Sat, 22 March 2014 at 3:02 PM · edited Sat, 22 March 2014 at 3:05 PM

Impressive modelling once again, Luxx.  My favorite is the clamp at the top, and that cushioned stool.

Everyone assumes chain linked fences are complicated to model, but if you have splines or line tools in your modelling software, it's easy to make.  Like you said, maybe 10 or 15 minutes at most for the chain links, then the other parts are very trivial to do.  I don't know how much small details you have in your fence, we can't see them from the shot you posted, but a fence like that in Cinema wouldn't take more than an hour.


LuxXeon ( ) posted Sat, 22 March 2014 at 5:54 PM

Quote - I don't know how much small details you have in your fence, we can't see them from the shot you posted, but a fence like that in Cinema wouldn't take more than an hour.

This was my very first time making a realistic chain link fence entirely from geometry (no transmaps or opacity tricks), so it took me a few tries to get the shapes I wanted.  Once I figured out what I was doing, it went very quickly.  Yes, if I were to model this from scratch again, it wouldn't take more than an hour I'm sure.  However, the first time doing something is always the longest.  Thanks.

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LuxXeon ( ) posted Mon, 31 March 2014 at 8:34 AM

Attached Link: Necklace Display Bust

The first model of this series has been released as a freebie.  The Necklace Display Bust.  See attached link.

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LuxXeon ( ) posted Thu, 03 April 2014 at 1:22 AM

Attached Link: Wooden Clothespins (OBJ Version)

The Clothespins models from this series has been released as freebie, complete with textures.  See attached link.

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Sue88 ( ) posted Fri, 04 April 2014 at 5:44 PM

Very nice models! I really like the chainlink fence and the ottoman looks great, too. :)


LuxXeon ( ) posted Sat, 05 April 2014 at 8:49 PM

Quote - Very nice models! I really like the chainlink fence and the ottoman looks great, too. :)

Thank you.  I'll be working on texturing those models soon as well.  They will be distributed as freebies in the near future.

I'm currently working now on the bracelet's textures.  This is the realtime screencap of the maps I came up with for it.  Not sure yet if I'll just leave it like this, or go ahead and make additional geometry to go along with this as well.  Sometimes simple is good.

realtime preview render with textures and hdr

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airflamesred ( ) posted Sun, 06 April 2014 at 2:53 AM

Can I see the UVs, Lux?


Sue88 ( ) posted Sun, 06 April 2014 at 8:52 AM

You're welcome. I like the material of the bracelet. Do you use V-ray or mental ray?


LuxXeon ( ) posted Sun, 06 April 2014 at 11:30 AM

file_503343.jpg

**@airflamesred**:  See attached for the UV template.  I cut the polycount from the original in this thread, from 6500 polys down to 2880.

@Sue88: That preview is a realtime screecap from marmoset skyshop.  Typically, I render production previews with Octane render engine.

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Sue88 ( ) posted Sun, 06 April 2014 at 12:34 PM

Oh, okay, thanks for the info.


SinnerSaint ( ) posted Sun, 06 April 2014 at 8:48 PM

I thought max came with a number of very good built in render engines.  Mentalray, vray, iray, and all that.  Why would you need or want to render in anything else?  Just curious.  We have Vray in our pipe, but that's only because it's faster than AR.  But now AR is accellerated with Embree, so it's closer, but there's still advantages to using Vray.

The thing I'm most impressed with is how fast you are able to put out quality models.  You're like a modelling machine.  Some of the times you mention for the models in this thread are quite long by my standards, but the topology is excellent, and you always provide great textures.  I'd like to see a video of your workflow some day, and see just how you manage to get your models done so quickly.  I'm sure you can credit some of the tools you use and all that, but I'm sure it comes down to the individual, and how well they know what they are doing.


kenmo ( ) posted Mon, 07 April 2014 at 10:59 AM

Awesome modeling....many thanks for sharing....


LuxXeon ( ) posted Mon, 07 April 2014 at 10:25 PM

Quote - Awesome modeling....many thanks for sharing....

Thank you very much! I appreciate the feedback.

In case anyone wants it, the spiral bracelet is now available here in Freestuff.  Click Here to download it, or view the final preview production renders.

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Xerxes0002 ( ) posted Wed, 09 April 2014 at 11:58 PM

beautiful model.. I love the flow of your models.  I haven't gotten started on modeling and it makes my jaw open going.. oh man!  I can't afford much in the way of tools at the moment so its, hex/carrara mostly.  Makes me go should I get something else LOL. I guess I need to hit some walls first to know.


LuxXeon ( ) posted Thu, 10 April 2014 at 10:28 AM

Quote - beautiful model.. I love the flow of your models.  I haven't gotten started on modeling and it makes my jaw open going.. oh man!  I can't afford much in the way of tools at the moment so its, hex/carrara mostly.  Makes me go should I get something else LOL. I guess I need to hit some walls first to know.

Thank you very very much!  I think Hexagon is a fine application to learn with, and can certainly be used at an advanced level too.

I am a big advocate in the belief that efficiency is a direct result of knowledge.  The more you know about something, the better and faster you will become at achieving a result. Graphics software, by enlarge, is merely an extension of your artistic brain, and you should use whatever software you feel most comfortable with, first and foremost.  Sure, there are tools in some software that can help you achieve results a little easier, or help reduce production time, but ultimately, when it comes to 3D modeling, the fundamentals are the same across every platform.

Don't concern yourself too much with poly flow when you are just starting out.  Start out by following as many beginner tutorials as you can find, and learn all the absolute basics of geometry construction first.  Don't neglect to read the manual of whatever software you are using, and experiment with every tool it provides that relates to your goals.  I highly recommend choosing only one modeling application to learn with, and mastering it's UI and toolset through repetitive exercises and experimentation.  As a beginner, allow yourself ample time to learn.  Don't expect to model a photorealistic human mesh any time soon, and don't bother engaging yourself with intermediate or advanced tutorials before you are ready; that will almost guarantee frustration and failure.  Many advanced modeling tutorials are created with the presumption that you already know the basics, so don' t bother with them for quite a while.

In my opinion, the old adage, "practice make perfect" has never been more true than in 3D modeling.  Start out very simple, and continue simple, until achieving simple shapes and forms becomes a "reflex action"; then move on to more complex things.  For example; when I started out, I practiced modeling the ubiquitous sword.  I must have modeled no less than 50 variations of a sword, until finally, modeling a sword was as routine as putting on my pants in the morning.  I think the biggest mistake people make when learning to model is being impatient.  All too often people attempt models that are way out of their current skill range, and ultimately never complete them. This behavior almost always results in self-defeat, and frustration.  You could eventually learn to model this way, but it's going to take a much longer time.

It doesn' t matter which software you decide to use; just take your time, practice simple exercises over and over until you master them, and most importantly, understand what each tool in your software is used for.  There's no way to know if you need to invest in a more complex application if you don't know the limitations of your current software.  Don't get ahead of yourself, but always strive to improve your skills.  That would be my advice anyway, and the blueprint that worked for me, and some others I know.  Good luck!

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LuxXeon ( ) posted Tue, 15 April 2014 at 10:02 AM

Attached Link: C-Clamp (OBJ Version)

file_503570.jpg

Released the C-Clamp from this collection as a freebie yesterday.  Complete with very detailed texture maps, you are free to download and use, anywhere you may need this kind of tool.

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LuxXeon ( ) posted Tue, 29 April 2014 at 12:11 PM

Attached Link: Modular Vinyl Fence Panel (OBJ Version)

file_503881.jpg

Hi, guys.  I just released another model from this series; the "plastic fence" is now available for download in Freestuff on Renderosity, as well as other resource locations.

This is a modular 3D representation of a traditional vinyl fence panel.  This model can be used to create an unlimited length of vinyl fencing along virtually any perimeter path you may need.  Simply import this single panel, and instance, copy, or duplicate it, side-by-side, as many times as you require to create fencing around any area in your 3D scene. The design of this panel is parametric; intended to be extended by virtue of duplication, for literally any length of fencing you require. Seamlessly.

The model consists of just 1,075 quad polygons, and 1,305 vertices, which makes it very useful for almost any purpose, even game engines.  If your software supports instancing, then memory consumption will be extremely low, even for creating fencing around massive areas.  The model has been UV unwrapped, and comes complete with a detailed bump map (2048x2048px) for added realism, but any seamless or procedural texture and material can be used as well.  I recommend using the provided bump map along with a standard plastic or vinyl material in your application of choice for best results.

There are three different OBJ versions included in the download, scaled specifically for import in particular software applications.  Please refer to the import instructions at the bottom of the README.TXT file for recommended import instructions and guidance.***

Click Here to download from Freestuff.

Alternatively, you may also download this object from the following resource locations, as well as view more preview renders and wireframes:
Turbosquid.com
ShareCG.com

You are free to use or modify this model as you see fit for your own projects or scenes. As with all my freebies, this model can be used for both commercial and non-commercial renders. You may NOT, however, resell or redistribute these models or textures, or any derivative of them; individually, or as part of a package/set.

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SinnerSaint ( ) posted Wed, 30 April 2014 at 10:46 AM

I like what you did there with the boards.  The slightly uneven distribution of privacy boards makes it look a lot more realistic.  I'm considering using this for an upcomming project.  Would you mind if I used this fence model in a commercial presentation for a client, without credits?


LuxXeon ( ) posted Wed, 30 April 2014 at 12:56 PM · edited Wed, 30 April 2014 at 12:57 PM

Quote - I like what you did there with the boards.  The slightly uneven distribution of privacy boards makes it look a lot more realistic.  I'm considering using this for an upcomming project.  Would you mind if I used this fence model in a commercial presentation for a client, without credits?

Sinner, you can use the model as you see fit, for commercial or non-commercial work, as indicated in the included Readme.txt.  You are not obligated to credit me although I do appreciate it, if it is possible.  The only restriction I put on any of my freebies is that they can never be redistributed as a 3d or 2d resource in any way, without my permission.

Renders (stills or motion graphics) which use any of my free models are entirely your own property, and can be utilized in any way you wish.  Again, I appreciate a credit if you employ the models in your work, but I understand it's not always possible.  I'm just glad people are finding them useful.

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