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3D Modeling F.A.Q (Last Updated: 2024 Dec 08 9:18 pm)
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"What 3D Program Should I buy?" Not one person here can really tell you what's best for you, as everyone has their own taste in workflow. Try the demo or learning edition of the program you're interested in, this is the only way to find out which programs you like.
okay, cloud.... now explain to me how he went from having like 5 polygons making up the torso, to all those little polygons making up the nipple, and the ones that split and do those three lines here and three lines there at the muscle intersections :/ uberdude: the most common progs used to make poser morph targets are anim8or, rhino, and amorphim(pro), although z-brush is making a big impression, now. if i understand correctly, lightwave can make morph targets for poser, but it cant do fancy tricks such as hiding the teeth/tongue while you work on the skin (you can, but it messes up the vertex count/order, or some such). dont forget what poser's magnets can do. they are pretty handy!
personally i thought the tutorial at flay is very lacking but thats just me bloodsong use band saw and use it alot what i tend to do is model the body out as much as possible when i have the basic form ill go back and start adding more geometry by using band saw then doing this whole stepa again until you have the detail you desire
I do the same thing as Travis, but don't let Bandsaw get out of hand. I made that mistake on my first human head. It's better to use Bandsaw in the very beginning, then use the Knife and Split tools to add more precise detail to the model. For example, instead of using Bandsaw for adding detail to the nose (which will split all the polys to the back of the head, just use the Knife tool to split up the nose.
heyas; not to turn this into a lightwave-specific discussion... but how do you use a knife and NOT cut through the whole model? i tried it on a few polys at a time and it was really wiggy. and where's this split thingy in #7? :/ bandsaw, i understand. but the torso muscles, specifically, they start and stop within the torso, and merge/divide at the ends there. bandsaw cant do that. unless you weld the other bits together, i guess.
Bloodsong -- pardon me if you've already got this, but it sounds like what you're looking for is the "=" key. Select the poly's you want to work on (or select the entire surface using the stats ("w") window) then hit the "equals" key to make everything else invisible. Operations you perform won't affect the hidden poly's. Be careful when using knife or bandsaw, as this will result in separated edges (the extra point will exist in the sliced poly's edge, but not the adjacent hidden poly's) -- you'll have to weld the new points on the ends to existing corner vertices to get the edges joined again. And hit the backlsash to unhide things.
heyas; oh, okay. actually, i figured out split, and now im happy :) at least until i try to do something else i dont know how to do! ;D and yeah, whats with those flay featured tutorial things? like six pictures of step one and step twenty-five, two sentances of 'now make it go from this to this' and no explanations??? sheesh.
Yeah, a lot of so-called tutorials have that problem... Another type of non-tutorial I've learned to avoid are the ones that don't actually show you how to build something, they just tell you how to duplicate it... "Place your next 115 polygons using the following vertices: X, Y, Z; X, Y, Z; X, Y, Z; X, Y, Z; X, Y, Z; X, Y, Z; ad nauseum" Who models like that? Fortunately, there are still plenty of tutorials on the web that actually teach something and they're worth the search. I've learned more from tutorials available free on the web than from any other source of LW education.
The best thing to do is to learn modeling on your own. It's good to take some hints from tutorials, but I wouldn't follow them to the key. Find out what works best for you. There's always a few different ways to get to the same point. By just following tutorials, you never really learn. But, if you sit there and experiment, you learn more than any tutorial can teach you (good or bad).
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Attached Link: http://www.renderosity.com/softgood.ez?ViewSoftgood=2594
For those of you who are interested in modeling human figures, I have a disc of multi-view photos of a male and female model available in the Marketplace. This disc is set up especially for 3D modelers. I used the photos myself to build 2 figure models in Animation Master. You can see the models at: Female: http://www.figure2productions.com/RendFM_Figure.html Male: http://www.figure2productions.com/ML_FigureRend.htmlAttached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=245427
This is probably more basic and cartoony than what you are looking for, but I thought I'd post it just in case (this was done in Carrara, but the technique is adaptable). --TerriThis site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
If possible can someone post a tutorial on how to model a male or female figure in 3ds max or lightwave,using boxex/polygons, I use Animation Master, being that is a different modeling convention theses tips would be very helpful, oh one more thing can somebody recommend the best software to create/modify morph tarhets in Poser, thanks